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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.py997
1 files changed, 81 insertions, 916 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 73740df37e8..2b298c560c7 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -21,42 +21,7 @@ import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_iface as iface_
-
-
-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
+from bpy_extras.node_utils import find_node_input, find_output_node
class MATERIAL_MT_specials(Menu):
@@ -82,12 +47,6 @@ 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)
@@ -101,20 +60,32 @@ class MaterialButtonsPanel:
@classmethod
def poll(cls, context):
- return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+ return context.material and (context.engine in cls.COMPAT_ENGINES)
+
+
+class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
+ bl_label = "Preview"
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
+
+ def draw(self, context):
+ self.layout.template_preview(context.material)
+
+
+class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
+ _context_path = "material"
+ _property_type = bpy.types.Material
-class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
+class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
+ bl_context = "material"
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
- # An exception, don't call the parent poll func because
- # this manages materials for all engine types
-
- engine = context.scene.render.engine
+ engine = context.engine
return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
@@ -126,10 +97,9 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
space = context.space_data
if ob:
- is_sortable = (len(ob.material_slots) > 1)
-
- rows = 1
- if is_sortable:
+ is_sortable = len(ob.material_slots) > 1
+ rows = 2
+ if (is_sortable):
rows = 4
row = layout.row()
@@ -159,8 +129,6 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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="")
@@ -170,921 +138,118 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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_GAME'}
-
- 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', '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.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', '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:
- 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', '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, 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, Panel):
- bl_label = "Transparency"
- 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 > 0.0)
- 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.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 > 0.0)
- 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.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(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.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 # 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.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 # 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_game_settings(MaterialButtonsPanel, Panel):
- bl_label = "Game Settings"
- 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
- game = context.material.game_settings # don't use node material
-
- row = layout.row()
- row.prop(game, "use_backface_culling")
- row.prop(game, "invisible")
- row.prop(game, "text")
-
- row = layout.row()
- row.label(text="Alpha Blend:")
- row.label(text="Face Orientation:")
- row = layout.row()
- row.prop(game, "alpha_blend", text="")
- row.prop(game, "face_orientation", text="")
+def panel_node_draw(layout, ntree, output_type):
+ node = find_output_node(ntree, output_type)
+ if node:
+ input = find_node_input(node, 'Surface')
+ if input:
+ layout.template_node_view(ntree, node, input)
+ else:
+ layout.label(text="Incompatible output node")
+ else:
+ layout.label(text="No output node")
-class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
- def draw_header(self, context):
- game = context.material.game_settings
- self.layout.prop(game, "physics", text="")
+class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
+ bl_label = "Surface"
+ bl_context = "material"
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
- return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+ engine = context.engine
+ return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- layout.active = context.material.game_settings.physics
-
- phys = context.material.physics # don't 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, 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 # 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")
+ layout.prop(mat, "use_nodes", icon='NODETREE')
+ layout.separator()
- 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="")
+ if mat.use_nodes:
+ panel_node_draw(layout, mat.node_tree, ('OUTPUT_EEVEE_MATERIAL', 'OUTPUT_MATERIAL'))
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")
+ layout.use_property_split = True
+ layout.prop(mat, "diffuse_color", text="Base Color")
+ layout.prop(mat, "metallic")
+ layout.prop(mat, "specular_intensity", text="Specular")
+ layout.prop(mat, "roughness")
-class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
+class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ bl_context = "material"
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
@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)
+ engine = context.engine
+ return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
- 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_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")
- col.prop(mat, "use_uv_project")
- if simple_material(base_mat):
- col.prop(mat, "pass_index")
-
-
-class MATERIAL_PT_shadow(MaterialButtonsPanel, 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")
- 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()
+ layout.prop(mat, "blend_method")
- 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 mat.blend_method != "OPAQUE":
+ layout.prop(mat, "transparent_shadow_method")
- 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 MATERIAL_PT_transp_game(MaterialButtonsPanel, 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)
-
- layout.active = mat.use_transparency
-
- if simple_material(base_mat):
row = layout.row()
- row.prop(mat, "transparency_method", expand=True)
-
- layout.prop(mat, "alpha")
- layout.prop(mat, "specular_alpha", text="Specular")
-
-
-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)
+ row.active = ((mat.blend_method == "CLIP") or (mat.transparent_shadow_method == "CLIP"))
+ row.prop(mat, "alpha_threshold")
+ if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
+ layout.prop(mat, "show_transparent_backside")
-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
+ layout.prop(mat, "use_screen_refraction")
+ layout.prop(mat, "refraction_depth")
+ layout.prop(mat, "use_screen_subsurface")
row = layout.row()
- row.prop(vol, "density")
- row.prop(vol, "density_scale")
+ row.active = mat.use_screen_subsurface
+ row.prop(mat, "use_sss_translucency")
-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'}
+class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
+ bl_label = "Viewport Display"
+ bl_context = "material"
+ bl_options = {'DEFAULT_CLOSED'}
@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)
+ return context.material
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', '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
+ layout.use_property_split = True
- 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', 'BLENDER_GAME'}
- _context_path = "material"
- _property_type = bpy.types.Material
+ col = layout.column()
+ col.prop(mat, "diffuse_color")
+ col.prop(mat, "specular_color")
+ col.prop(mat, "roughness")
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_game_settings,
- MATERIAL_PT_physics,
- MATERIAL_PT_strand,
- MATERIAL_PT_options,
- MATERIAL_PT_shadow,
- MATERIAL_PT_transp_game,
- 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,
+ EEVEE_MATERIAL_PT_options,
+ MATERIAL_PT_viewport,
)
+
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes: