From cf3ce7322a9b6c1453869a369eba02f4fd077234 Mon Sep 17 00:00:00 2001 From: Antony Riakiotakis Date: Thu, 28 Aug 2014 16:40:38 +0200 Subject: Texture painting: Include explicit control for texturing: This commit introduces a painting mode option, available in the slots panel. The default value "Material" will create slots from the blender material, same as just merged from the paint branch. The new option "Image", will use an explicit image field that artists can use to select the image to paint on. This will should allow painting regardless of the renderer used or for use in modifiers. --- .../scripts/startup/bl_ui/space_view3d_toolbar.py | 65 ++++++++++------------ 1 file changed, 30 insertions(+), 35 deletions(-) (limited to 'release/scripts/startup/bl_ui/space_view3d_toolbar.py') diff --git a/release/scripts/startup/bl_ui/space_view3d_toolbar.py b/release/scripts/startup/bl_ui/space_view3d_toolbar.py index 59c68fc615d..6b0c5b1e993 100644 --- a/release/scripts/startup/bl_ui/space_view3d_toolbar.py +++ b/release/scripts/startup/bl_ui/space_view3d_toolbar.py @@ -1026,31 +1026,39 @@ class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel): ob = context.active_object col = layout.column() - if len(ob.material_slots) > 1: - col.label("Materials") - col.template_list("MATERIAL_UL_matslots", "layers", - ob, "material_slots", - ob, "active_material_index", rows=2) - - mat = ob.active_material - if mat: - col.label("Available Paint Slots") - col.template_list("TEXTURE_UL_texpaintslots", "", - mat, "texture_paint_images", - mat, "paint_active_slot", rows=2) + col.label("Painting Mode") + col.prop(settings, "mode", text = "") + col.separator() - if (not mat.use_nodes) and (context.scene.render.engine == 'BLENDER_RENDER'): - row = col.row(align=True) - row.operator_menu_enum("paint.add_texture_paint_slot", "type") - row.operator("paint.delete_texture_paint_slot", text="", icon='X') + if settings.mode == 'MATERIAL': + if len(ob.material_slots) > 1: + col.label("Materials") + col.template_list("MATERIAL_UL_matslots", "layers", + ob, "material_slots", + ob, "active_material_index", rows=2) + + mat = ob.active_material + if mat: + col.label("Available Paint Slots") + col.template_list("TEXTURE_UL_texpaintslots", "", + mat, "texture_paint_images", + mat, "paint_active_slot", rows=2) - if mat.texture_paint_slots: - slot = mat.texture_paint_slots[mat.paint_active_slot] + if (not mat.use_nodes) and (context.scene.render.engine == 'BLENDER_RENDER'): + row = col.row(align=True) + row.operator_menu_enum("paint.add_texture_paint_slot", "type") + row.operator("paint.delete_texture_paint_slot", text="", icon='X') - col.prop(mat.texture_slots[slot.index], "blend_type") - col.separator() - col.label("UV Map") - col.prop_search(slot, "uv_layer", ob.data, "uv_textures", text="") + if mat.texture_paint_slots: + slot = mat.texture_paint_slots[mat.paint_active_slot] + + col.prop(mat.texture_slots[slot.index], "blend_type") + col.separator() + col.label("UV Map") + col.prop_search(slot, "uv_layer", ob.data, "uv_textures", text="") + + elif settings.mode == 'IMAGE': + col.template_ID(settings, "canvas") col.separator() col.operator("image.save_dirty", text="Save All Images") @@ -1089,7 +1097,6 @@ class VIEW3D_PT_stencil_projectpaint(View3DPanel, Panel): col.label("Image") row = col.row(align=True) - row.operator("image.new", icon='ZOOMIN', text="Add New").texstencil = True; row.template_ID(ipaint, "stencil_image") col.label("Visualization") @@ -1643,18 +1650,6 @@ class VIEW3D_PT_imagepaint_options(View3DPaintPanel): self.unified_paint_settings(col, context) -class VIEW3D_MT_tools_projectpaint_clone(Menu): - bl_label = "Clone Layer" - - def draw(self, context): - layout = self.layout - - for i, tex in enumerate(context.active_object.data.uv_textures): - props = layout.operator("wm.context_set_int", text=tex.name, translate=False) - props.data_path = "active_object.data.uv_texture_clone_index" - props.value = i - - class VIEW3D_MT_tools_projectpaint_stencil(Menu): bl_label = "Mask Layer" -- cgit v1.2.3