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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_texture.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_texture.py1030
1 files changed, 1030 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py
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+++ b/release/scripts/startup/bl_ui/properties_texture.py
@@ -0,0 +1,1030 @@
+# ##### 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
+
+
+class TEXTURE_MT_specials(bpy.types.Menu):
+ bl_label = "Texture Specials"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.operator("texture.slot_copy", icon='COPYDOWN')
+ layout.operator("texture.slot_paste", icon='PASTEDOWN')
+
+
+class TEXTURE_MT_envmap_specials(bpy.types.Menu):
+ bl_label = "Environment Map Specials"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.operator("texture.envmap_save", icon='IMAGEFILE')
+ layout.operator("texture.envmap_clear", icon='FILE_REFRESH')
+ layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH')
+
+from bl_ui.properties_material import active_node_mat
+
+
+def context_tex_datablock(context):
+ idblock = context.material
+ if idblock:
+ return active_node_mat(idblock)
+
+ idblock = context.lamp
+ if idblock:
+ return idblock
+
+ idblock = context.world
+ if idblock:
+ return idblock
+
+ idblock = context.brush
+ if idblock:
+ return idblock
+
+ if context.particle_system:
+ idblock = context.particle_system.settings
+
+ return idblock
+
+
+class TextureButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "texture"
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+
+class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ engine = context.scene.render.engine
+ if not hasattr(context, "texture_slot"):
+ return False
+ return ((context.material or context.world or context.lamp or context.brush or context.texture or context.particle_system or isinstance(context.space_data.pin_id, bpy.types.ParticleSettings))
+ and (engine in cls.COMPAT_ENGINES))
+
+ def draw(self, context):
+ layout = self.layout
+ slot = context.texture_slot
+ node = context.texture_node
+ space = context.space_data
+ tex = context.texture
+ idblock = context_tex_datablock(context)
+ pin_id = space.pin_id
+
+ if space.use_pin_id and not isinstance(pin_id, bpy.types.Texture):
+ idblock = pin_id
+ pin_id = None
+
+ if not space.use_pin_id:
+ layout.prop(space, "texture_context", expand=True)
+
+ tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, bpy.types.Brush))
+
+ if tex_collection:
+ row = layout.row()
+
+ row.template_list(idblock, "texture_slots", idblock, "active_texture_index", rows=2)
+
+ col = row.column(align=True)
+ col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
+ col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
+ col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
+
+ split = layout.split(percentage=0.65)
+ col = split.column()
+
+ if tex_collection:
+ col.template_ID(idblock, "active_texture", new="texture.new")
+ elif node:
+ col.template_ID(node, "texture", new="texture.new")
+ elif idblock:
+ col.template_ID(idblock, "texture", new="texture.new")
+
+ if pin_id:
+ col.template_ID(space, "pin_id")
+
+ col = split.column()
+
+ if tex:
+ split = layout.split(percentage=0.2)
+
+ if tex.use_nodes:
+
+ if slot:
+ split.label(text="Output:")
+ split.prop(slot, "output_node", text="")
+
+ else:
+ split.label(text="Type:")
+ split.prop(tex, "type", text="")
+
+
+class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ slot = getattr(context, "texture_slot", None)
+ idblock = context_tex_datablock(context)
+
+ if idblock:
+ layout.template_preview(tex, parent=idblock, slot=slot)
+ else:
+ layout.template_preview(tex, slot=slot)
+
+
+class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Colors"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "use_color_ramp", text="Ramp")
+ if tex.use_color_ramp:
+ layout.template_color_ramp(tex, "color_ramp", expand=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="RGB Multiply:")
+ sub = col.column(align=True)
+ sub.prop(tex, "factor_red", text="R")
+ sub.prop(tex, "factor_green", text="G")
+ sub.prop(tex, "factor_blue", text="B")
+
+ col = split.column()
+ col.label(text="Adjust:")
+ col.prop(tex, "intensity")
+ col.prop(tex, "contrast")
+ col.prop(tex, "saturation")
+
+# Texture Slot Panels #
+
+
+class TextureSlotPanel(TextureButtonsPanel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ if not hasattr(context, "texture_slot"):
+ return False
+
+ engine = context.scene.render.engine
+ return TextureButtonsPanel.poll(self, context) and (engine in cls.COMPAT_ENGINES)
+
+
+# Texture Type Panels #
+
+
+class TextureTypePanel(TextureButtonsPanel):
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ engine = context.scene.render.engine
+ return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
+
+
+class TEXTURE_PT_clouds(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Clouds"
+ tex_type = 'CLOUDS'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "cloud_type", expand=True)
+ layout.label(text="Noise:")
+ layout.prop(tex, "noise_type", text="Type", expand=True)
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "noise_scale", text="Size")
+ col.prop(tex, "noise_depth", text="Depth")
+
+ split.prop(tex, "nabla", text="Nabla")
+
+
+class TEXTURE_PT_wood(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Wood"
+ tex_type = 'WOOD'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "noisebasis_2", expand=True)
+ layout.prop(tex, "wood_type", expand=True)
+
+ col = layout.column()
+ col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
+ col.label(text="Noise:")
+ col.row().prop(tex, "noise_type", text="Type", expand=True)
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ split = layout.split()
+ split.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
+
+ col = split.column()
+ col.prop(tex, "noise_scale", text="Size")
+ col.prop(tex, "turbulence")
+
+ split.prop(tex, "nabla")
+
+
+class TEXTURE_PT_marble(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Marble"
+ tex_type = 'MARBLE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "marble_type", expand=True)
+ layout.prop(tex, "noisebasis_2", expand=True)
+ layout.label(text="Noise:")
+ layout.prop(tex, "noise_type", text="Type", expand=True)
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "noise_scale", text="Size")
+ col.prop(tex, "noise_depth", text="Depth")
+
+ col = split.column()
+ col.prop(tex, "turbulence")
+ col.prop(tex, "nabla")
+
+
+class TEXTURE_PT_magic(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Magic"
+ tex_type = 'MAGIC'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ row = layout.row()
+ row.prop(tex, "noise_depth", text="Depth")
+ row.prop(tex, "turbulence")
+
+
+class TEXTURE_PT_blend(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Blend"
+ tex_type = 'BLEND'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "progression")
+
+ sub = layout.row()
+
+ sub.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'})
+ sub.prop(tex, "use_flip_axis", expand=True)
+
+
+class TEXTURE_PT_stucci(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Stucci"
+ tex_type = 'STUCCI'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "stucci_type", expand=True)
+ layout.label(text="Noise:")
+ layout.prop(tex, "noise_type", text="Type", expand=True)
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ row = layout.row()
+ row.prop(tex, "noise_scale", text="Size")
+ row.prop(tex, "turbulence")
+
+
+class TEXTURE_PT_image(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Image"
+ tex_type = 'IMAGE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.template_image(tex, "image", tex.image_user)
+
+
+def texture_filter_common(tex, layout):
+ layout.label(text="Filter:")
+ layout.prop(tex, "filter_type", text="")
+ if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}:
+ if tex.filter_type == 'FELINE':
+ layout.prop(tex, "filter_probes", text="Probes")
+ else:
+ layout.prop(tex, "filter_eccentricity", text="Eccentricity")
+
+ layout.prop(tex, "filter_size")
+ layout.prop(tex, "use_filter_size_min")
+
+
+class TEXTURE_PT_image_sampling(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Image Sampling"
+ bl_options = {'DEFAULT_CLOSED'}
+ tex_type = 'IMAGE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ idblock = context_tex_datablock(context)
+ tex = context.texture
+ slot = context.texture_slot
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Alpha:")
+ col.prop(tex, "use_alpha", text="Use")
+ col.prop(tex, "use_calculate_alpha", text="Calculate")
+ col.prop(tex, "invert_alpha", text="Invert")
+ col.separator()
+ col.prop(tex, "use_flip_axis", text="Flip X/Y Axis")
+
+ col = split.column()
+
+ #Only for Material based textures, not for Lamp/World...
+ if isinstance(idblock, bpy.types.Material):
+ col.prop(tex, "use_normal_map")
+ row = col.row()
+ row.active = tex.use_normal_map
+ row.prop(slot, "normal_map_space", text="")
+
+ col.prop(tex, "use_mipmap")
+ row = col.row()
+ row.active = tex.use_mipmap
+ row.prop(tex, "use_mipmap_gauss")
+ col.prop(tex, "use_interpolation")
+
+ texture_filter_common(tex, col)
+
+
+class TEXTURE_PT_image_mapping(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Image Mapping"
+ bl_options = {'DEFAULT_CLOSED'}
+ tex_type = 'IMAGE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "extension")
+
+ split = layout.split()
+
+ if tex.extension == 'REPEAT':
+ col = split.column(align=True)
+ col.label(text="Repeat:")
+ col.prop(tex, "repeat_x", text="X")
+ col.prop(tex, "repeat_y", text="Y")
+
+ col = split.column(align=True)
+ col.label(text="Mirror:")
+ row = col.row()
+ row.prop(tex, "use_mirror_x", text="X")
+ row.active = (tex.repeat_x > 1)
+ row = col.row()
+ row.prop(tex, "use_mirror_y", text="Y")
+ row.active = (tex.repeat_y > 1)
+ layout.separator()
+
+ elif tex.extension == 'CHECKER':
+ col = split.column(align=True)
+ row = col.row()
+ row.prop(tex, "use_checker_even", text="Even")
+ row.prop(tex, "use_checker_odd", text="Odd")
+
+ col = split.column()
+ col.prop(tex, "checker_distance", text="Distance")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column(align=True)
+ #col.prop(tex, "crop_rectangle")
+ col.label(text="Crop Minimum:")
+ col.prop(tex, "crop_min_x", text="X")
+ col.prop(tex, "crop_min_y", text="Y")
+
+ col = split.column(align=True)
+ col.label(text="Crop Maximum:")
+ col.prop(tex, "crop_max_x", text="X")
+ col.prop(tex, "crop_max_y", text="Y")
+
+
+class TEXTURE_PT_envmap(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Environment Map"
+ tex_type = 'ENVIRONMENT_MAP'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ env = tex.environment_map
+
+ row = layout.row()
+ row.prop(env, "source", expand=True)
+ row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="")
+
+ if env.source == 'IMAGE_FILE':
+ layout.template_ID(tex, "image", open="image.open")
+ layout.template_image(tex, "image", tex.image_user, compact=True)
+ else:
+ layout.prop(env, "mapping")
+ if env.mapping == 'PLANE':
+ layout.prop(env, "zoom")
+ layout.prop(env, "viewpoint_object")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(env, "layers_ignore")
+ col.prop(env, "resolution")
+ col.prop(env, "depth")
+
+ col = split.column(align=True)
+
+ col.label(text="Clipping:")
+ col.prop(env, "clip_start", text="Start")
+ col.prop(env, "clip_end", text="End")
+
+
+class TEXTURE_PT_envmap_sampling(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Environment Map Sampling"
+ bl_options = {'DEFAULT_CLOSED'}
+ tex_type = 'ENVIRONMENT_MAP'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ texture_filter_common(tex, layout)
+
+
+class TEXTURE_PT_musgrave(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Musgrave"
+ tex_type = 'MUSGRAVE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "musgrave_type")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "dimension_max", text="Dimension")
+ col.prop(tex, "lacunarity")
+ col.prop(tex, "octaves")
+
+ musgrave_type = tex.musgrave_type
+ col = split.column()
+ if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
+ col.prop(tex, "offset")
+ if musgrave_type in {'MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
+ col.prop(tex, "noise_intensity", text="Intensity")
+ if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
+ col.prop(tex, "gain")
+
+ layout.label(text="Noise:")
+
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ row = layout.row()
+ row.prop(tex, "noise_scale", text="Size")
+ row.prop(tex, "nabla")
+
+
+class TEXTURE_PT_voronoi(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Voronoi"
+ tex_type = 'VORONOI'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Distance Metric:")
+ col.prop(tex, "distance_metric", text="")
+ sub = col.column()
+ sub.active = tex.distance_metric == 'MINKOVSKY'
+ sub.prop(tex, "minkovsky_exponent", text="Exponent")
+ col.label(text="Coloring:")
+ col.prop(tex, "color_mode", text="")
+ col.prop(tex, "noise_intensity", text="Intensity")
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.label(text="Feature Weights:")
+ sub.prop(tex, "weight_1", text="1", slider=True)
+ sub.prop(tex, "weight_2", text="2", slider=True)
+ sub.prop(tex, "weight_3", text="3", slider=True)
+ sub.prop(tex, "weight_4", text="4", slider=True)
+
+ layout.label(text="Noise:")
+ row = layout.row()
+ row.prop(tex, "noise_scale", text="Size")
+ row.prop(tex, "nabla")
+
+
+class TEXTURE_PT_distortednoise(TextureTypePanel, bpy.types.Panel):
+ bl_label = "Distorted Noise"
+ tex_type = 'DISTORTED_NOISE'
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.prop(tex, "noise_distortion")
+ layout.prop(tex, "noise_basis", text="Basis")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "distortion", text="Distortion")
+ col.prop(tex, "noise_scale", text="Size")
+
+ split.prop(tex, "nabla")
+
+
+class TEXTURE_PT_voxeldata(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Voxel Data"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ engine = context.scene.render.engine
+ return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES))
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ vd = tex.voxel_data
+
+ layout.prop(vd, "file_format")
+ if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}:
+ layout.prop(vd, "filepath")
+ if vd.file_format == 'RAW_8BIT':
+ layout.prop(vd, "resolution")
+ elif vd.file_format == 'SMOKE':
+ layout.prop(vd, "domain_object")
+ layout.prop(vd, "smoke_data_type")
+ elif vd.file_format == 'IMAGE_SEQUENCE':
+ layout.template_ID(tex, "image", open="image.open")
+ layout.template_image(tex, "image", tex.image_user, compact=True)
+ #layout.prop(vd, "frame_duration")
+
+ if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}:
+ layout.prop(vd, "use_still_frame")
+ row = layout.row()
+ row.active = vd.use_still_frame
+ row.prop(vd, "still_frame")
+
+ layout.prop(vd, "interpolation")
+ layout.prop(vd, "extension")
+ layout.prop(vd, "intensity")
+
+
+class TEXTURE_PT_pointdensity(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Point Density"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ engine = context.scene.render.engine
+ return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ pd = tex.point_density
+
+ layout.prop(pd, "point_source", expand=True)
+
+ split = layout.split()
+
+ col = split.column()
+ if pd.point_source == 'PARTICLE_SYSTEM':
+ col.label(text="Object:")
+ col.prop(pd, "object", text="")
+
+ sub = col.column()
+ sub.enabled = bool(pd.object)
+ if pd.object:
+ sub.label(text="System:")
+ sub.prop_search(pd, "particle_system", pd.object, "particle_systems", text="")
+ sub.label(text="Cache:")
+ sub.prop(pd, "particle_cache_space", text="")
+ else:
+ col.label(text="Object:")
+ col.prop(pd, "object", text="")
+ col.label(text="Cache:")
+ col.prop(pd, "vertex_cache_space", text="")
+
+ col.separator()
+
+ if pd.point_source == 'PARTICLE_SYSTEM':
+ col.label(text="Color Source:")
+ col.prop(pd, "color_source", text="")
+ if pd.color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}:
+ col.prop(pd, "speed_scale")
+ if pd.color_source in {'PARTICLE_SPEED', 'PARTICLE_AGE'}:
+ layout.template_color_ramp(pd, "color_ramp", expand=True)
+
+ col = split.column()
+ col.label()
+ col.prop(pd, "radius")
+ col.label(text="Falloff:")
+ col.prop(pd, "falloff", text="")
+ if pd.falloff == 'SOFT':
+ col.prop(pd, "falloff_soft")
+
+
+class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Turbulence"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ engine = context.scene.render.engine
+ return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
+
+ def draw_header(self, context):
+ pd = context.texture.point_density
+
+ self.layout.prop(pd, "use_turbulence", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ pd = tex.point_density
+ layout.active = pd.use_turbulence
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Influence:")
+ col.prop(pd, "turbulence_influence", text="")
+ col.label(text="Noise Basis:")
+ col.prop(pd, "noise_basis", text="")
+
+ col = split.column()
+ col.label()
+ col.prop(pd, "turbulence_scale")
+ col.prop(pd, "turbulence_depth")
+ col.prop(pd, "turbulence_strength")
+
+
+class TEXTURE_PT_mapping(TextureSlotPanel, bpy.types.Panel):
+ bl_label = "Mapping"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ idblock = context_tex_datablock(context)
+ if isinstance(idblock, bpy.types.Brush) and not context.sculpt_object:
+ return False
+
+ if not getattr(context, "texture_slot", None):
+ return False
+
+ engine = context.scene.render.engine
+ return (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ idblock = context_tex_datablock(context)
+
+ tex = context.texture_slot
+ # textype = context.texture
+
+ if not isinstance(idblock, bpy.types.Brush):
+ split = layout.split(percentage=0.3)
+ col = split.column()
+ col.label(text="Coordinates:")
+ col = split.column()
+ col.prop(tex, "texture_coords", text="")
+
+ if tex.texture_coords == 'ORCO':
+ """
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ split = layout.split(percentage=0.3)
+ split.label(text="Mesh:")
+ split.prop(ob.data, "texco_mesh", text="")
+ """
+ elif tex.texture_coords == 'UV':
+ split = layout.split(percentage=0.3)
+ split.label(text="Layer:")
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
+ else:
+ split.prop(tex, "uv_layer", text="")
+
+ elif tex.texture_coords == 'OBJECT':
+ split = layout.split(percentage=0.3)
+ split.label(text="Object:")
+ split.prop(tex, "object", text="")
+
+ if isinstance(idblock, bpy.types.Brush):
+ if context.sculpt_object:
+ layout.label(text="Brush Mapping:")
+ layout.prop(tex, "map_mode", expand=True)
+
+ row = layout.row()
+ row.active = tex.map_mode in {'FIXED', 'TILED'}
+ row.prop(tex, "angle")
+ else:
+ if isinstance(idblock, bpy.types.Material):
+ split = layout.split(percentage=0.3)
+ split.label(text="Projection:")
+ split.prop(tex, "mapping", text="")
+
+ split = layout.split()
+
+ col = split.column()
+ if tex.texture_coords in {'ORCO', 'UV'}:
+ col.prop(tex, "use_from_dupli")
+ elif tex.texture_coords == 'OBJECT':
+ col.prop(tex, "use_from_original")
+ else:
+ col.label()
+
+ col = split.column()
+ row = col.row()
+ row.prop(tex, "mapping_x", text="")
+ row.prop(tex, "mapping_y", text="")
+ row.prop(tex, "mapping_z", text="")
+
+ row = layout.row()
+ row.column().prop(tex, "offset")
+ row.column().prop(tex, "scale")
+
+
+class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
+ bl_label = "Influence"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ idblock = context_tex_datablock(context)
+ if isinstance(idblock, bpy.types.Brush):
+ return False
+
+ if not getattr(context, "texture_slot", None):
+ return False
+
+ engine = context.scene.render.engine
+ return (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+
+ layout = self.layout
+
+ idblock = context_tex_datablock(context)
+
+ # textype = context.texture
+ tex = context.texture_slot
+
+ def factor_but(layout, toggle, factor, name):
+ row = layout.row(align=True)
+ row.prop(tex, toggle, text="")
+ sub = row.row()
+ sub.active = getattr(tex, toggle)
+ sub.prop(tex, factor, text=name, slider=True)
+ return sub # XXX, temp. use_map_normal needs to override.
+
+ if isinstance(idblock, bpy.types.Material):
+ if idblock.type in {'SURFACE', 'WIRE'}:
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Diffuse:")
+ factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity")
+ factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
+ factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
+ factor_but(col, "use_map_translucency", "translucency_factor", "Translucency")
+
+ col.label(text="Specular:")
+ factor_but(col, "use_map_specular", "specular_factor", "Intensity")
+ factor_but(col, "use_map_color_spec", "specular_color_factor", "Color")
+ factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
+
+ col = split.column()
+ col.label(text="Shading:")
+ factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
+ factor_but(col, "use_map_emit", "emit_factor", "Emit")
+ factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
+ factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")
+
+ col.label(text="Geometry:")
+ # XXX replace 'or' when displacement is fixed to not rely on normal influence value.
+ sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal")
+ sub_tmp.active = (tex.use_map_normal or tex.use_map_displacement)
+ # END XXX
+
+ factor_but(col, "use_map_warp", "warp_factor", "Warp")
+ factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
+
+ #sub = col.column()
+ #sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
+ #sub.prop(tex, "default_value", text="Amount", slider=True)
+ elif idblock.type == 'HALO':
+ layout.label(text="Halo:")
+
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
+ factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
+
+ col = split.column()
+ factor_but(col, "use_map_raymir", "raymir_factor", "Size")
+ factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
+ factor_but(col, "use_map_translucency", "translucency_factor", "Add")
+ elif idblock.type == 'VOLUME':
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, "use_map_density", "density_factor", "Density")
+ factor_but(col, "use_map_emission", "emission_factor", "Emission")
+ factor_but(col, "use_map_scatter", "scattering_factor", "Scattering")
+ factor_but(col, "use_map_reflect", "reflection_factor", "Reflection")
+
+ col = split.column()
+ col.label(text=" ")
+ factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color")
+ factor_but(col, "use_map_color_transmission", "transmission_color_factor", "Transmission Color")
+ factor_but(col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color")
+
+ elif isinstance(idblock, bpy.types.Lamp):
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, "use_map_color", "color_factor", "Color")
+
+ col = split.column()
+ factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")
+
+ elif isinstance(idblock, bpy.types.World):
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, "use_map_blend", "blend_factor", "Blend")
+ factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")
+
+ col = split.column()
+ factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
+ factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
+ elif isinstance(idblock, bpy.types.ParticleSettings):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="General:")
+ factor_but(col, "use_map_time", "time_factor", "Time")
+ factor_but(col, "use_map_life", "life_factor", "Lifetime")
+ factor_but(col, "use_map_density", "density_factor", "Density")
+ factor_but(col, "use_map_size", "size_factor", "Size")
+
+ col = split.column()
+ col.label(text="Physics:")
+ factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
+ factor_but(col, "use_map_damp", "damp_factor", "Damp")
+ factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
+ factor_but(col, "use_map_field", "field_factor", "Force Fields")
+
+ layout.label(text="Hair:")
+
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, "use_map_length", "length_factor", "Length")
+ factor_but(col, "use_map_clump", "clump_factor", "Clump")
+
+ col = split.column()
+ factor_but(col, "use_map_kink", "kink_factor", "Kink")
+ factor_but(col, "use_map_rough", "rough_factor", "Rough")
+
+ layout.separator()
+
+ if not isinstance(idblock, bpy.types.ParticleSettings):
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "blend_type", text="Blend")
+ col.prop(tex, "use_rgb_to_intensity")
+ # color is used on grayscale textures even when use_rgb_to_intensity is disabled.
+ col.prop(tex, "color", text="")
+
+ col = split.column()
+ col.prop(tex, "invert", text="Negative")
+ col.prop(tex, "use_stencil")
+
+ if isinstance(idblock, bpy.types.Material) or isinstance(idblock, bpy.types.World):
+ col.prop(tex, "default_value", text="DVar", slider=True)
+
+ if isinstance(idblock, bpy.types.Material):
+ layout.label(text="Bump Mapping:")
+
+ # only show bump settings if activated but not for normalmap images
+ row = layout.row()
+ row.active = tex.use_map_normal and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map)
+
+ row.prop(tex, "bump_method", text="Method")
+
+ sub = row.row()
+ sub.active = tex.bump_method in {'BUMP_DEFAULT', 'BUMP_BEST_QUALITY'}
+ sub.prop(tex, "bump_objectspace", text="Space")
+
+
+class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "texture"
+ _property_type = bpy.types.Texture