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Diffstat (limited to 'release/scripts/ui/buttons_material.py')
-rw-r--r--release/scripts/ui/buttons_material.py727
1 files changed, 727 insertions, 0 deletions
diff --git a/release/scripts/ui/buttons_material.py b/release/scripts/ui/buttons_material.py
new file mode 100644
index 00000000000..ee7193da301
--- /dev/null
+++ b/release/scripts/ui/buttons_material.py
@@ -0,0 +1,727 @@
+
+import bpy
+
+class MaterialButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "material"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (engine in self.COMPAT_ENGINES)
+
+class MATERIAL_PT_preview(MaterialButtonsPanel):
+ __label__ = "Preview"
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def draw(self, context):
+ self.layout.template_preview(context.material)
+
+class MATERIAL_PT_context_material(MaterialButtonsPanel):
+ __show_header__ = False
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ # An exception, dont call the parent poll func because
+ # this manages materials for all engine types
+
+ engine = context.scene.render_data.engine
+ return (context.material or context.object) and (engine in self.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, "materials", ob, "active_material_index", rows=2)
+
+ col = row.column(align=True)
+ col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
+ col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
+
+ if ob.mode == 'EDIT':
+ row = layout.row(align=True)
+ row.itemO("object.material_slot_assign", text="Assign")
+ row.itemO("object.material_slot_select", text="Select")
+ row.itemO("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 slot:
+ row.itemR(slot, "link", text="")
+ else:
+ row.itemL()
+ elif mat:
+ split.template_ID(space, "pin_id")
+ split.itemS()
+
+ if mat:
+ layout.itemR(mat, "type", expand=True)
+
+class MATERIAL_PT_shading(MaterialButtonsPanel):
+ __label__ = "Shading"
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ if mat.type in ('SURFACE', 'WIRE'):
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.itemR(mat, "emit")
+ sub.itemR(mat, "ambient")
+ sub = col.column()
+ sub.itemR(mat, "translucency")
+
+ col = split.column()
+ col.itemR(mat, "shadeless")
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.itemR(mat, "tangent_shading")
+ sub.itemR(mat, "cubic")
+
+ elif mat.type == 'HALO':
+ layout.itemR(mat, "alpha")
+
+class MATERIAL_PT_strand(MaterialButtonsPanel):
+ __label__ = "Strand"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ tan = mat.strand
+
+ split = layout.split()
+
+ col = split.column(align=True)
+ col.itemL(text="Size:")
+ col.itemR(tan, "root_size", text="Root")
+ col.itemR(tan, "tip_size", text="Tip")
+ col.itemR(tan, "min_size", text="Minimum")
+ col.itemR(tan, "blender_units")
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.itemR(tan, "tangent_shading")
+ col.itemR(tan, "shape")
+
+ col = split.column()
+ col.itemL(text="Shading:")
+ col.itemR(tan, "width_fade")
+ col.itemR(tan, "uv_layer")
+ col.itemS()
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.itemR(tan, "surface_diffuse")
+ sub = col.column()
+ sub.active = tan.surface_diffuse
+ sub.itemR(tan, "blend_distance", text="Distance")
+
+class MATERIAL_PT_physics(MaterialButtonsPanel):
+ __label__ = "Physics"
+ COMPAT_ENGINES = set(['BLENDER_GAME'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ phys = context.material.physics
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(phys, "distance")
+ col.itemR(phys, "friction")
+ col.itemR(phys, "align_to_normal")
+
+ col = split.column()
+ col.itemR(phys, "force", slider=True)
+ col.itemR(phys, "elasticity", slider=True)
+ col.itemR(phys, "damp", slider=True)
+
+class MATERIAL_PT_options(MaterialButtonsPanel):
+ __label__ = "Options"
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "traceable")
+ col.itemR(mat, "full_oversampling")
+ col.itemR(mat, "sky")
+ col.itemR(mat, "exclude_mist")
+ col.itemR(mat, "invert_z")
+ sub = col.column(align=True)
+ sub.itemL(text="Light Group:")
+ sub.itemR(mat, "light_group", text="")
+ row = sub.row()
+ row.active = mat.light_group
+ row.itemR(mat, "light_group_exclusive", text="Exclusive")
+
+ col = split.column()
+ col.itemR(mat, "face_texture")
+ 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")
+
+class MATERIAL_PT_shadow(MaterialButtonsPanel):
+ __label__ = "Shadow"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "shadows", text="Receive")
+ col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
+ col.itemR(mat, "only_shadow", text="Shadows Only")
+ col.itemR(mat, "cast_shadows_only", text="Cast Only")
+ col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
+
+ col = split.column()
+ col.itemR(mat, "cast_buffer_shadows")
+ sub = col.column()
+ sub.active = mat.cast_buffer_shadows
+ sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
+ col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
+ sub = col.column()
+ sub.active = (not mat.ray_shadow_bias)
+ sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
+
+class MATERIAL_PT_diffuse(MaterialButtonsPanel):
+ __label__ = "Diffuse"
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "diffuse_color", text="")
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.itemR(mat, "diffuse_intensity", text="Intensity")
+
+ col = split.column()
+ col.active = (not mat.shadeless)
+ col.itemR(mat, "diffuse_shader", text="")
+ col.itemR(mat, "use_diffuse_ramp", text="Ramp")
+
+ col = layout.column()
+ col.active = (not mat.shadeless)
+ if mat.diffuse_shader == 'OREN_NAYAR':
+ col.itemR(mat, "roughness")
+ elif mat.diffuse_shader == 'MINNAERT':
+ col.itemR(mat, "darkness")
+ elif mat.diffuse_shader == 'TOON':
+ row = col.row()
+ row.itemR(mat, "diffuse_toon_size", text="Size")
+ row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
+ elif mat.diffuse_shader == 'FRESNEL':
+ row = col.row()
+ row.itemR(mat, "diffuse_fresnel", text="Fresnel")
+ row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
+
+ if mat.use_diffuse_ramp:
+ layout.itemS()
+ layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
+ layout.itemS()
+ row = layout.row()
+ split = row.split(percentage=0.3)
+ split.itemL(text="Input:")
+ split.itemR(mat, "diffuse_ramp_input", text="")
+ split = row.split(percentage=0.3)
+ split.itemL(text="Blend:")
+ split.itemR(mat, "diffuse_ramp_blend", text="")
+
+class MATERIAL_PT_specular(MaterialButtonsPanel):
+ __label__ = "Specular"
+ COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ layout.active = (not mat.shadeless)
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "specular_color", text="")
+ col.itemR(mat, "specular_intensity", text="Intensity")
+
+ col = split.column()
+ col.itemR(mat, "specular_shader", text="")
+ col.itemR(mat, "use_specular_ramp", text="Ramp")
+
+ col = layout.column()
+ if mat.specular_shader in ('COOKTORR', 'PHONG'):
+ col.itemR(mat, "specular_hardness", text="Hardness")
+ elif mat.specular_shader == 'BLINN':
+ row = col.row()
+ row.itemR(mat, "specular_hardness", text="Hardness")
+ row.itemR(mat, "specular_ior", text="IOR")
+ elif mat.specular_shader == 'WARDISO':
+ col.itemR(mat, "specular_slope", text="Slope")
+ elif mat.specular_shader == 'TOON':
+ row = col.row()
+ row.itemR(mat, "specular_toon_size", text="Size")
+ row.itemR(mat, "specular_toon_smooth", text="Smooth")
+
+ if mat.use_specular_ramp:
+ layout.itemS()
+ layout.template_color_ramp(mat, "specular_ramp", expand=True)
+ layout.itemS()
+ row = layout.row()
+ split = row.split(percentage=0.3)
+ split.itemL(text="Input:")
+ split.itemR(mat, "specular_ramp_input", text="")
+ split = row.split(percentage=0.3)
+ split.itemL(text="Blend:")
+ split.itemR(mat, "specular_ramp_blend", text="")
+
+class MATERIAL_PT_sss(MaterialButtonsPanel):
+ __label__ = "Subsurface Scattering"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ mat = context.material
+ sss = mat.subsurface_scattering
+
+ self.layout.active = (not mat.shadeless)
+ self.layout.itemR(sss, "enabled", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ sss = mat.subsurface_scattering
+
+ layout.active = sss.enabled
+
+ split = layout.split()
+ split.active = (not mat.shadeless)
+
+ col = split.column()
+ col.itemR(sss, "ior")
+ col.itemR(sss, "scale")
+ col.itemR(sss, "color", text="")
+ col.itemR(sss, "radius", text="RGB Radius")
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.itemL(text="Blend:")
+ sub.itemR(sss, "color_factor", text="Color")
+ sub.itemR(sss, "texture_factor", text="Texture")
+ sub.itemL(text="Scattering Weight:")
+ sub.itemR(sss, "front")
+ sub.itemR(sss, "back")
+ col.itemS()
+ col.itemR(sss, "error_tolerance", text="Error")
+
+class MATERIAL_PT_mirror(MaterialButtonsPanel):
+ __label__ = "Mirror"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ raym = context.material.raytrace_mirror
+
+ self.layout.itemR(raym, "enabled", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ raym = mat.raytrace_mirror
+
+ layout.active = raym.enabled
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(raym, "reflect_factor")
+ col.itemR(mat, "mirror_color", text="")
+
+ col = split.column()
+ col.itemR(raym, "fresnel")
+ sub = col.column()
+ sub.active = raym.fresnel > 0
+ sub.itemR(raym, "fresnel_factor", text="Blend")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemS()
+ col.itemR(raym, "distance", text="Max Dist")
+ col.itemR(raym, "depth")
+ col.itemS()
+ sub = col.split(percentage=0.4)
+ sub.itemL(text="Fade To:")
+ sub.itemR(raym, "fade_to", text="")
+
+ col = split.column()
+ col.itemL(text="Gloss:")
+ col.itemR(raym, "gloss_factor", text="Amount")
+ sub = col.column()
+ sub.active = raym.gloss_factor < 1.0
+ sub.itemR(raym, "gloss_threshold", text="Threshold")
+ sub.itemR(raym, "gloss_samples", text="Samples")
+ sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
+
+class MATERIAL_PT_transp(MaterialButtonsPanel):
+ __label__= "Transparency"
+ __default_closed__ = True
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ mat = context.material
+
+ self.layout.itemR(mat, "transparency", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ rayt = mat.raytrace_transparency
+
+ row = layout.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.itemR(mat, "transparency_method", expand=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "alpha")
+ row = col.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.itemR(mat, "specular_alpha", text="Specular")
+
+ col = split.column()
+ col.active = (not mat.shadeless)
+ col.itemR(rayt, "fresnel")
+ sub = col.column()
+ sub.active = rayt.fresnel > 0
+ sub.itemR(rayt, "fresnel_factor", text="Blend")
+
+ if mat.transparency_method == 'RAYTRACE':
+ layout.itemS()
+ split = layout.split()
+ split.active = mat.transparency
+
+ col = split.column()
+ col.itemR(rayt, "ior")
+ col.itemR(rayt, "filter")
+ col.itemR(rayt, "falloff")
+ col.itemR(rayt, "limit")
+ col.itemR(rayt, "depth")
+
+ col = split.column()
+ col.itemL(text="Gloss:")
+ col.itemR(rayt, "gloss_factor", text="Amount")
+ sub = col.column()
+ sub.active = rayt.gloss_factor < 1.0
+ sub.itemR(rayt, "gloss_threshold", text="Threshold")
+ sub.itemR(rayt, "gloss_samples", text="Samples")
+
+class MATERIAL_PT_halo(MaterialButtonsPanel):
+ __label__= "Halo"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ halo = mat.halo
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(mat, "diffuse_color", text="")
+ col.itemR(halo, "size")
+ col.itemR(halo, "hardness")
+ col.itemR(halo, "add")
+ col.itemL(text="Options:")
+ col.itemR(halo, "texture")
+ col.itemR(halo, "vertex_normal")
+ col.itemR(halo, "xalpha")
+ col.itemR(halo, "shaded")
+ col.itemR(halo, "soft")
+
+ col = split.column()
+ col.itemR(halo, "ring")
+ sub = col.column()
+ sub.active = halo.ring
+ sub.itemR(halo, "rings")
+ sub.itemR(mat, "mirror_color", text="")
+ col.itemS()
+ col.itemR(halo, "lines")
+ sub = col.column()
+ sub.active = halo.lines
+ sub.itemR(halo, "line_number", text="Lines")
+ sub.itemR(mat, "specular_color", text="")
+ col.itemS()
+ col.itemR(halo, "star")
+ sub = col.column()
+ sub.active = halo.star
+ sub.itemR(halo, "star_tips")
+
+class MATERIAL_PT_flare(MaterialButtonsPanel):
+ __label__= "Flare"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ halo = context.material.halo
+
+ self.layout.itemR(halo, "flare_mode", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ halo = mat.halo
+
+ layout.active = halo.flare_mode
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(halo, "flare_size", text="Size")
+ col.itemR(halo, "flare_boost", text="Boost")
+ col.itemR(halo, "flare_seed", text="Seed")
+ col = split.column()
+ col.itemR(halo, "flares_sub", text="Subflares")
+ col.itemR(halo, "flare_subsize", text="Subsize")
+
+bpy.types.register(MATERIAL_PT_context_material)
+bpy.types.register(MATERIAL_PT_preview)
+bpy.types.register(MATERIAL_PT_diffuse)
+bpy.types.register(MATERIAL_PT_specular)
+bpy.types.register(MATERIAL_PT_shading)
+bpy.types.register(MATERIAL_PT_transp)
+bpy.types.register(MATERIAL_PT_mirror)
+bpy.types.register(MATERIAL_PT_sss)
+bpy.types.register(MATERIAL_PT_halo)
+bpy.types.register(MATERIAL_PT_flare)
+bpy.types.register(MATERIAL_PT_physics)
+bpy.types.register(MATERIAL_PT_strand)
+bpy.types.register(MATERIAL_PT_options)
+bpy.types.register(MATERIAL_PT_shadow)
+
+# Volumetrics
+class VolumeButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "material"
+
+ def poll(self, context):
+ mat = context.material
+ engine = context.scene.render_data.engine
+ return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
+
+class MATERIAL_PT_volume_density(VolumeButtonsPanel):
+ __label__ = "Density"
+ __default_closed__ = False
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ vol = context.material.volume
+
+ split = layout.split()
+ row = split.row()
+ row.itemR(vol, "density")
+ row.itemR(vol, "density_scale")
+
+
+class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
+ __label__ = "Shading"
+ __default_closed__ = False
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(vol, "scattering")
+ col.itemR(vol, "asymmetry")
+ col.itemR(vol, "transmission_color")
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.itemR(vol, "emission")
+ sub.itemR(vol, "emission_color", text="")
+ sub = col.column(align=True)
+ sub.itemR(vol, "reflection")
+ sub.itemR(vol, "reflection_color", text="")
+
+class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
+ __label__ = "Lighting"
+ __default_closed__ = False
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(vol, "scattering_mode", text="")
+
+ col = split.column()
+
+ if vol.scattering_mode == 'SINGLE_SCATTERING':
+ col.itemR(vol, "light_cache")
+ sub = col.column()
+ sub.active = vol.light_cache
+ sub.itemR(vol, "cache_resolution")
+ elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
+ sub = col.column()
+ sub.enabled = True
+ sub.active = False
+ sub.itemR(vol, "light_cache")
+ col.itemR(vol, "cache_resolution")
+
+ sub = col.column(align=True)
+ sub.itemR(vol, "ms_diffusion")
+ sub.itemR(vol, "ms_spread")
+ sub.itemR(vol, "ms_intensity")
+
+
+class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
+ __label__= "Transparency"
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ layout.itemR(mat, "transparency_method", expand=True)
+
+class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
+ __label__ = "Integration"
+ __default_closed__ = False
+ COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def draw(self, context):
+ layout = self.layout
+
+ vol = context.material.volume
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Step Calculation:")
+ col.itemR(vol, "step_calculation", text="")
+ col = col.column(align=True)
+ col.itemR(vol, "step_size")
+
+ col = split.column()
+ col.itemL()
+ col.itemR(vol, "depth_cutoff")
+
+bpy.types.register(MATERIAL_PT_volume_density)
+bpy.types.register(MATERIAL_PT_volume_shading)
+bpy.types.register(MATERIAL_PT_volume_lighting)
+bpy.types.register(MATERIAL_PT_volume_transp)
+bpy.types.register(MATERIAL_PT_volume_integration)