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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_material.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py969
1 files changed, 969 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
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+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -0,0 +1,969 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+import bpy
+from rna_prop_ui import PropertyPanel
+
+
+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(bpy.types.Menu):
+ bl_label = "SSS Presets"
+ preset_subdir = "sss"
+ preset_operator = "script.execute_preset"
+ draw = bpy.types.Menu.draw_preset
+
+
+class MATERIAL_MT_specials(bpy.types.Menu):
+ bl_label = "Material Specials"
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.operator("object.material_slot_copy", icon='COPY_ID')
+ layout.operator("material.copy", icon='COPYDOWN')
+ layout.operator("material.paste", icon='PASTEDOWN')
+
+
+class MaterialButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "material"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+
+class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ # An exception, dont call the parent poll func because
+ # this manages materials for all engine types
+
+ engine = context.scene.render.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:
+ row = layout.row()
+
+ row.template_list(ob, "material_slots", ob, "active_material_index", rows=2)
+
+ 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 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.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, 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_pipeline(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Render Pipeline Options"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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 = split.column()
+ col.active = mat_type
+
+ col.prop(mat, "use_cast_shadows_only", text="Cast Only")
+ col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
+ col.prop(mat, "use_cast_buffer_shadows")
+ col.prop(mat, "use_cast_approximate")
+
+
+class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Diffuse"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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:
+ layout.separator()
+ layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
+ layout.separator()
+
+ row = layout.row()
+ row.prop(mat, "diffuse_ramp_input", text="Input")
+ row.prop(mat, "diffuse_ramp_blend", text="Blend")
+
+ layout.prop(mat, "diffuse_ramp_factor", text="Factor")
+
+
+class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Specular"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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, bpy.types.Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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, bpy.types.Panel):
+ bl_label = "Transparency"
+ # bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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
+ 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, bpy.types.Panel):
+ bl_label = "Mirror"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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
+ 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, bpy.types.Panel):
+ bl_label = "Subsurface Scattering"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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(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, bpy.types.Panel):
+ bl_label = "Halo"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material # dont 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()
+ sub.active = getattr(halo, toggle)
+ sub.prop(halo, number, text=name)
+ 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 = 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", "Rings", "mirror_color")
+ number_but(col, "use_lines", "line_count", "Lines", "specular_color")
+ number_but(col, "use_star", "star_tip_count", "Star tips", "")
+
+
+class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Flare"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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 # dont 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_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()
+ row = split.row()
+ row.prop(phys, "friction")
+ row.prop(phys, "elasticity", slider=True)
+
+ row = layout.row()
+ row.label(text="Force Field:")
+
+ row = layout.row()
+ row.prop(phys, "fh_force")
+ row.prop(phys, "fh_damping", slider=True)
+
+ row = layout.row()
+ row.prop(phys, "fh_distance")
+ row.prop(phys, "use_fh_normal")
+
+
+class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Strand"
+ bl_options = {'DEFAULT_CLOSED'}
+ 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, "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_textures", 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, bpy.types.Panel):
+ bl_label = "Options"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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()
+ row.active = bool(mat.light_group)
+ row.prop(mat, "use_light_group_exclusive", text="Exclusive")
+
+ col = split.column()
+ col.prop(mat, "use_face_texture")
+ sub = col.column()
+ sub.active = mat.use_face_texture
+ sub.prop(mat, "use_face_texture_alpha")
+ col.separator()
+ col.prop(mat, "use_vertex_color_paint")
+ col.prop(mat, "use_vertex_color_light")
+ col.prop(mat, "use_object_color")
+
+
+class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Shadow"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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")
+ if simple_material(base_mat):
+ col.prop(mat, "use_cast_shadows_only", text="Cast Only")
+ col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
+ col.prop(mat, "use_only_shadow", text="ShadowsOnly")
+ sub = col.column()
+ sub.active = mat.use_only_shadow
+ sub.prop(mat, "shadow_only_type", text="")
+
+ col = split.column()
+ if simple_material(base_mat):
+ col.prop(mat, "use_cast_buffer_shadows")
+ sub = col.column()
+ sub.active = mat.use_cast_buffer_shadows
+ sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
+ 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.prop(mat, "use_cast_approximate")
+
+
+class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Transparency"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return check_material(mat) 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(base_mat)
+
+ if simple_material(base_mat):
+ row = layout.row()
+ row.active = mat.use_transparency
+ row.prop(mat, "transparency_method", expand=True)
+
+ layout.prop(mat, "alpha")
+
+
+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.scene.render.engine
+ return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
+
+
+class MATERIAL_PT_volume_density(VolumeButtonsPanel, bpy.types.Panel):
+ bl_label = "Density"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume # dont use node material
+
+ row = layout.row()
+ row.prop(vol, "density")
+ row.prop(vol, "density_scale")
+
+
+class MATERIAL_PT_volume_shading(VolumeButtonsPanel, bpy.types.Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume # dont 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, bpy.types.Panel):
+ bl_label = "Lighting"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume # dont 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.prop(vol, "use_light_cache")
+ 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, bpy.types.Panel):
+ bl_label = "Transparency"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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 # dont use node material
+
+ layout.prop(mat, "transparency_method", expand=True)
+
+
+class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
+ bl_label = "Integration"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume # dont 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, bpy.types.Panel):
+ bl_label = "Options"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.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, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "material"
+ _property_type = bpy.types.Material