# # Copyright 2011-2013 Blender Foundation # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # # import bpy from bpy.props import (BoolProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, StringProperty) # enums import _cycles enum_devices = ( ('CPU', "CPU", "Use CPU for rendering"), ('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in the system tab in the user preferences"), ) if _cycles.with_network: enum_devices += (('NETWORK', "Networked Device", "Use networked device for rendering"),) enum_feature_set = ( ('SUPPORTED', "Supported", "Only use finished and supported features"), ('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future", 'ERROR', 1), ) enum_displacement_methods = ( ('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"), ('TRUE', "True", "Use true displacement only, requires fine subdivision"), ('BOTH', "Both", "Combination of displacement and bump mapping"), ) enum_bvh_types = ( ('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"), ('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"), ) enum_filter_types = ( ('BOX', "Box", "Box filter"), ('GAUSSIAN', "Gaussian", "Gaussian filter"), ('BLACKMAN_HARRIS', "Blackman-Harris", "Blackman-Harris filter"), ) enum_aperture_types = ( ('RADIUS', "Radius", "Directly change the size of the aperture"), ('FSTOP', "F-stop", "Change the size of the aperture by f-stop"), ) enum_panorama_types = ( ('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"), ('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"), ('FISHEYE_EQUISOLID', "Fisheye Equisolid", "Similar to most fisheye modern lens, takes sensor dimensions into consideration"), ('MIRRORBALL', "Mirror Ball", "Uses the mirror ball mapping"), ) enum_curve_primitives = ( ('TRIANGLES', "Triangles", "Create triangle geometry around strands"), ('LINE_SEGMENTS', "Line Segments", "Use line segment primitives"), ('CURVE_SEGMENTS', "Curve Segments", "Use segmented cardinal curve primitives"), ) enum_triangle_curves = ( ('CAMERA_TRIANGLES', "Planes", "Create individual triangles forming planes that face camera"), ('TESSELLATED_TRIANGLES', "Tessellated", "Create mesh surrounding each strand"), ) enum_curve_shape = ( ('RIBBONS', "Ribbons", "Ignore thickness of each strand"), ('THICK', "Thick", "Use thickness of strand when rendering"), ) enum_tile_order = ( ('CENTER', "Center", "Render from center to the edges"), ('RIGHT_TO_LEFT', "Right to Left", "Render from right to left"), ('LEFT_TO_RIGHT', "Left to Right", "Render from left to right"), ('TOP_TO_BOTTOM', "Top to Bottom", "Render from top to bottom"), ('BOTTOM_TO_TOP', "Bottom to Top", "Render from bottom to top"), ('HILBERT_SPIRAL', "Hilbert Spiral", "Render in a Hilbert Spiral"), ) enum_use_layer_samples = ( ('USE', "Use", "Per render layer number of samples override scene samples"), ('BOUNDED', "Bounded", "Bound per render layer number of samples by global samples"), ('IGNORE', "Ignore", "Ignore per render layer number of samples"), ) enum_sampling_pattern = ( ('SOBOL', "Sobol", "Use Sobol random sampling pattern"), ('CORRELATED_MUTI_JITTER', "Correlated Multi-Jitter", "Use Correlated Multi-Jitter random sampling pattern"), ) enum_integrator = ( ('BRANCHED_PATH', "Branched Path Tracing", "Path tracing integrator that branches on the first bounce, giving more control over the number of light and material samples"), ('PATH', "Path Tracing", "Pure path tracing integrator"), ) enum_volume_sampling = ( ('DISTANCE', "Distance", "Use distance sampling, best for dense volumes with lights far away"), ('EQUIANGULAR', "Equiangular", "Use equiangular sampling, best for volumes with low density with light inside or near the volume"), ('MULTIPLE_IMPORTANCE', "Multiple Importance", "Combine distance and equi-angular sampling for volumes where neither method is ideal"), ) enum_volume_interpolation = ( ('LINEAR', "Linear", "Good smoothness and speed"), ('CUBIC', "Cubic", "Smoothed high quality interpolation, but slower") ) enum_device_type = ( ('CPU', "CPU", "CPU", 0), ('CUDA', "CUDA", "CUDA", 1), ('OPENCL', "OpenCL", "OpenCL", 2) ) enum_texture_limit = ( ('OFF', "No Limit", "No texture size limit", 0), ('128', "128", "Limit texture size to 128 pixels", 1), ('256', "256", "Limit texture size to 256 pixels", 2), ('512', "512", "Limit texture size to 512 pixels", 3), ('1024', "1024", "Limit texture size to 1024 pixels", 4), ('2048', "2048", "Limit texture size to 2048 pixels", 5), ('4096', "4096", "Limit texture size to 4096 pixels", 6), ('8192', "8192", "Limit texture size to 8192 pixels", 7), ) class CyclesRenderSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Scene.cycles = PointerProperty( name="Cycles Render Settings", description="Cycles render settings", type=cls, ) cls.device = EnumProperty( name="Device", description="Device to use for rendering", items=enum_devices, default='CPU', ) cls.feature_set = EnumProperty( name="Feature Set", description="Feature set to use for rendering", items=enum_feature_set, default='SUPPORTED', ) cls.shading_system = BoolProperty( name="Open Shading Language", description="Use Open Shading Language (CPU rendering only)", ) cls.progressive = EnumProperty( name="Integrator", description="Method to sample lights and materials", items=enum_integrator, default='PATH', ) cls.use_square_samples = BoolProperty( name="Square Samples", description="Square sampling values for easier artist control", default=False, ) cls.samples = IntProperty( name="Samples", description="Number of samples to render for each pixel", min=1, max=2147483647, default=128, ) cls.preview_samples = IntProperty( name="Preview Samples", description="Number of samples to render in the viewport, unlimited if 0", min=0, max=2147483647, default=32, ) cls.preview_pause = BoolProperty( name="Pause Preview", description="Pause all viewport preview renders", default=False, ) cls.preview_active_layer = BoolProperty( name="Preview Active Layer", description="Preview active render layer in viewport", default=False, ) cls.aa_samples = IntProperty( name="AA Samples", description="Number of antialiasing samples to render for each pixel", min=1, max=2097151, default=4, ) cls.preview_aa_samples = IntProperty( name="AA Samples", description="Number of antialiasing samples to render in the viewport, unlimited if 0", min=0, max=2097151, default=4, ) cls.diffuse_samples = IntProperty( name="Diffuse Samples", description="Number of diffuse bounce samples to render for each AA sample", min=1, max=1024, default=1, ) cls.glossy_samples = IntProperty( name="Glossy Samples", description="Number of glossy bounce samples to render for each AA sample", min=1, max=1024, default=1, ) cls.transmission_samples = IntProperty( name="Transmission Samples", description="Number of transmission bounce samples to render for each AA sample", min=1, max=1024, default=1, ) cls.ao_samples = IntProperty( name="Ambient Occlusion Samples", description="Number of ambient occlusion samples to render for each AA sample", min=1, max=1024, default=1, ) cls.mesh_light_samples = IntProperty( name="Mesh Light Samples", description="Number of mesh emission light samples to render for each AA sample", min=1, max=1024, default=1, ) cls.subsurface_samples = IntProperty( name="Subsurface Samples", description="Number of subsurface scattering samples to render for each AA sample", min=1, max=1024, default=1, ) cls.volume_samples = IntProperty( name="Volume Samples", description="Number of volume scattering samples to render for each AA sample", min=1, max=1024, default=1, ) cls.sampling_pattern = EnumProperty( name="Sampling Pattern", description="Random sampling pattern used by the integrator", items=enum_sampling_pattern, default='SOBOL', ) cls.use_layer_samples = EnumProperty( name="Layer Samples", description="How to use per render layer sample settings", items=enum_use_layer_samples, default='USE', ) cls.sample_all_lights_direct = BoolProperty( name="Sample All Direct Lights", description="Sample all lights (for direct samples), rather than randomly picking one", default=True, ) cls.sample_all_lights_indirect = BoolProperty( name="Sample All Indirect Lights", description="Sample all lights (for indirect samples), rather than randomly picking one", default=True, ) cls.light_sampling_threshold = FloatProperty( name="Light Sampling Threshold", description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). " "Zero disables the test and never ignores lights", min=0.0, max=1.0, default=0.01, ) cls.caustics_reflective = BoolProperty( name="Reflective Caustics", description="Use reflective caustics, resulting in a brighter image (more noise but added realism)", default=True, ) cls.caustics_refractive = BoolProperty( name="Refractive Caustics", description="Use refractive caustics, resulting in a brighter image (more noise but added realism)", default=True, ) cls.blur_glossy = FloatProperty( name="Filter Glossy", description="Adaptively blur glossy shaders after blurry bounces, " "to reduce noise at the cost of accuracy", min=0.0, max=10.0, default=0.0, ) cls.min_bounces = IntProperty( name="Min Bounces", description="Minimum number of bounces, setting this lower " "than the maximum enables probabilistic path " "termination (faster but noisier)", min=0, max=1024, default=3, ) cls.max_bounces = IntProperty( name="Max Bounces", description="Total maximum number of bounces", min=0, max=1024, default=12, ) cls.diffuse_bounces = IntProperty( name="Diffuse Bounces", description="Maximum number of diffuse reflection bounces, bounded by total maximum", min=0, max=1024, default=4, ) cls.glossy_bounces = IntProperty( name="Glossy Bounces", description="Maximum number of glossy reflection bounces, bounded by total maximum", min=0, max=1024, default=4, ) cls.transmission_bounces = IntProperty( name="Transmission Bounces", description="Maximum number of transmission bounces, bounded by total maximum", min=0, max=1024, default=12, ) cls.volume_bounces = IntProperty( name="Volume Bounces", description="Maximum number of volumetric scattering events", min=0, max=1024, default=0, ) cls.transparent_min_bounces = IntProperty( name="Transparent Min Bounces", description="Minimum number of transparent bounces, setting " "this lower than the maximum enables " "probabilistic path termination (faster but " "noisier)", min=0, max=1024, default=8, ) cls.transparent_max_bounces = IntProperty( name="Transparent Max Bounces", description="Maximum number of transparent bounces", min=0, max=1024, default=8, ) cls.use_transparent_shadows = BoolProperty( name="Transparent Shadows", description="Use transparency of surfaces for rendering shadows", default=True, ) cls.volume_step_size = FloatProperty( name="Step Size", description="Distance between volume shader samples when rendering the volume " "(lower values give more accurate and detailed results, but also increased render time)", default=0.1, min=0.0000001, max=100000.0, soft_min=0.01, soft_max=1.0, precision=4 ) cls.volume_max_steps = IntProperty( name="Max Steps", description="Maximum number of steps through the volume before giving up, " "to avoid extremely long render times with big objects or small step sizes", default=1024, min=2, max=65536 ) cls.dicing_rate = FloatProperty( name="Dicing Rate", description="Size of a micropolygon in pixels", min=0.1, max=1000.0, soft_min=0.5, default=1.0, subtype="PIXEL" ) cls.preview_dicing_rate = FloatProperty( name="Preview Dicing Rate", description="Size of a micropolygon in pixels during preview render", min=0.1, max=1000.0, soft_min=0.5, default=8.0, subtype="PIXEL" ) cls.max_subdivisions = IntProperty( name="Max Subdivisions", description="Stop subdividing when this level is reached even if the dice rate would produce finer tessellation", min=0, max=16, default=12, ) cls.film_exposure = FloatProperty( name="Exposure", description="Image brightness scale", min=0.0, max=10.0, default=1.0, ) cls.film_transparent = BoolProperty( name="Transparent", description="World background is transparent with premultiplied alpha", default=False, ) # Really annoyingly, we have to keep it around for a few releases, # otherwise forward compatibility breaks in really bad manner: CRASH! # # TODO(sergey): Remove this during 2.8x series of Blender. cls.filter_type = EnumProperty( name="Filter Type", description="Pixel filter type", items=enum_filter_types, default='BLACKMAN_HARRIS', ) cls.pixel_filter_type = EnumProperty( name="Filter Type", description="Pixel filter type", items=enum_filter_types, default='BLACKMAN_HARRIS', ) cls.filter_width = FloatProperty( name="Filter Width", description="Pixel filter width", min=0.01, max=10.0, default=1.5, ) cls.seed = IntProperty( name="Seed", description="Seed value for integrator to get different noise patterns", min=0, max=2147483647, default=0, ) cls.use_animated_seed = BoolProperty( name="Use Animated Seed", description="Use different seed values (and hence noise patterns) at different frames", default=False, ) cls.sample_clamp_direct = FloatProperty( name="Clamp Direct", description="If non-zero, the maximum value for a direct sample, " "higher values will be scaled down to avoid too " "much noise and slow convergence at the cost of accuracy", min=0.0, max=1e8, default=0.0, ) cls.sample_clamp_indirect = FloatProperty( name="Clamp Indirect", description="If non-zero, the maximum value for an indirect sample, " "higher values will be scaled down to avoid too " "much noise and slow convergence at the cost of accuracy", min=0.0, max=1e8, default=0.0, ) cls.debug_tile_size = IntProperty( name="Tile Size", description="", min=1, max=4096, default=1024, ) cls.preview_start_resolution = IntProperty( name="Start Resolution", description="Resolution to start rendering preview at, " "progressively increasing it to the full viewport size", min=8, max=16384, default=64, ) cls.debug_reset_timeout = FloatProperty( name="Reset timeout", description="", min=0.01, max=10.0, default=0.1, ) cls.debug_cancel_timeout = FloatProperty( name="Cancel timeout", description="", min=0.01, max=10.0, default=0.1, ) cls.debug_text_timeout = FloatProperty( name="Text timeout", description="", min=0.01, max=10.0, default=1.0, ) cls.debug_bvh_type = EnumProperty( name="Viewport BVH Type", description="Choose between faster updates, or faster render", items=enum_bvh_types, default='DYNAMIC_BVH', ) cls.debug_use_spatial_splits = BoolProperty( name="Use Spatial Splits", description="Use BVH spatial splits: longer builder time, faster render", default=False, ) cls.debug_use_hair_bvh = BoolProperty( name="Use Hair BVH", description="Use special type BVH optimized for hair (uses more ram but renders faster)", default=True, ) cls.debug_bvh_time_steps = IntProperty( name="BVH Time Steps", description="Split BVH primitives by this number of time steps to speed up render time in cost of memory", default=0, min=0, max=16, ) cls.tile_order = EnumProperty( name="Tile Order", description="Tile order for rendering", items=enum_tile_order, default='HILBERT_SPIRAL', options=set(), # Not animatable! ) cls.use_progressive_refine = BoolProperty( name="Progressive Refine", description="Instead of rendering each tile until it is finished, " "refine the whole image progressively " "(this renders somewhat slower, " "but time can be saved by manually stopping the render when the noise is low enough)", default=False, ) cls.bake_type = EnumProperty( name="Bake Type", default='COMBINED', description="Type of pass to bake", items=( ('COMBINED', "Combined", ""), ('AO', "Ambient Occlusion", ""), ('SHADOW', "Shadow", ""), ('NORMAL', "Normal", ""), ('UV', "UV", ""), ('EMIT', "Emit", ""), ('ENVIRONMENT', "Environment", ""), ('DIFFUSE', "Diffuse", ""), ('GLOSSY', "Glossy", ""), ('TRANSMISSION', "Transmission", ""), ('SUBSURFACE', "Subsurface", ""), ), ) cls.use_camera_cull = BoolProperty( name="Use Camera Cull", description="Allow objects to be culled based on the camera frustum", default=False, ) cls.camera_cull_margin = FloatProperty( name="Camera Cull Margin", description="Margin for the camera space culling", default=0.1, min=0.0, max=5.0 ) cls.use_distance_cull = BoolProperty( name="Use Distance Cull", description="Allow objects to be culled based on the distance from camera", default=False, ) cls.distance_cull_margin = FloatProperty( name="Cull Distance", description="Cull objects which are further away from camera than this distance", default=50, min=0.0 ) cls.motion_blur_position = EnumProperty( name="Motion Blur Position", default='CENTER', description="Offset for the shutter's time interval, allows to change the motion blur trails", items=( ('START', "Start on Frame", "The shutter opens at the current frame"), ('CENTER', "Center on Frame", "The shutter is open during the current frame"), ('END', "End on Frame", "The shutter closes at the current frame"), ), ) cls.rolling_shutter_type = EnumProperty( name="Shutter Type", default='NONE', description="Type of rolling shutter effect matching CMOS-based cameras", items=( ('NONE', "None", "No rolling shutter effect used"), ('TOP', "Top-Bottom", "Sensor is being scanned from top to bottom") # TODO(seergey): Are there real cameras with different scanning direction? ), ) cls.rolling_shutter_duration = FloatProperty( name="Rolling Shutter Duration", description="Scanline \"exposure\" time for the rolling shutter effect", default=0.1, min=0.0, max=1.0, ) cls.texture_limit = EnumProperty( name="Viewport Texture Limit", default='OFF', description="Limit texture size used by viewport rendering", items=enum_texture_limit ) cls.texture_limit_render = EnumProperty( name="Render Texture Limit", default='OFF', description="Limit texture size used by final rendering", items=enum_texture_limit ) cls.ao_bounces = IntProperty( name="AO Bounces", default=0, description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature", min=0, max=1024, ) cls.ao_bounces_render = IntProperty( name="AO Bounces Render", default=0, description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature", min=0, max=1024, ) # Various fine-tuning debug flags def devices_update_callback(self, context): import _cycles scene = context.scene.as_pointer() return _cycles.debug_flags_update(scene) cls.debug_use_cpu_avx2 = BoolProperty(name="AVX2", default=True) cls.debug_use_cpu_avx = BoolProperty(name="AVX", default=True) cls.debug_use_cpu_sse41 = BoolProperty(name="SSE41", default=True) cls.debug_use_cpu_sse3 = BoolProperty(name="SSE3", default=True) cls.debug_use_cpu_sse2 = BoolProperty(name="SSE2", default=True) cls.debug_use_qbvh = BoolProperty(name="QBVH", default=True) cls.debug_use_cpu_split_kernel = BoolProperty(name="Split Kernel", default=False) cls.debug_use_cuda_adaptive_compile = BoolProperty(name="Adaptive Compile", default=False) cls.debug_use_cuda_split_kernel = BoolProperty(name="Split Kernel", default=False) cls.debug_opencl_kernel_type = EnumProperty( name="OpenCL Kernel Type", default='DEFAULT', items=( ('DEFAULT', "Default", ""), ('MEGA', "Mega", ""), ('SPLIT', "Split", ""), ), update=devices_update_callback ) cls.debug_opencl_device_type = EnumProperty( name="OpenCL Device Type", default='ALL', items=( ('NONE', "None", ""), ('ALL', "All", ""), ('DEFAULT', "Default", ""), ('CPU', "CPU", ""), ('GPU', "GPU", ""), ('ACCELERATOR', "Accelerator", ""), ), update=devices_update_callback ) cls.debug_opencl_kernel_single_program = BoolProperty(name="Single Program", default=False, update=devices_update_callback); cls.debug_use_opencl_debug = BoolProperty(name="Debug OpenCL", default=False) @classmethod def unregister(cls): del bpy.types.Scene.cycles class CyclesCameraSettings(bpy.types.PropertyGroup): @classmethod def register(cls): import math bpy.types.Camera.cycles = PointerProperty( name="Cycles Camera Settings", description="Cycles camera settings", type=cls, ) cls.aperture_type = EnumProperty( name="Aperture Type", description="Use f-stop number or aperture radius", items=enum_aperture_types, default='RADIUS', ) cls.aperture_fstop = FloatProperty( name="Aperture f-stop", description="F-stop ratio (lower numbers give more defocus, higher numbers give a sharper image)", min=0.0, soft_min=0.1, soft_max=64.0, default=5.6, step=10, precision=1, ) cls.aperture_size = FloatProperty( name="Aperture Size", description="Radius of the aperture for depth of field (higher values give more defocus)", min=0.0, soft_max=10.0, default=0.0, step=1, precision=4, subtype='DISTANCE', ) cls.aperture_blades = IntProperty( name="Aperture Blades", description="Number of blades in aperture for polygonal bokeh (at least 3)", min=0, max=100, default=0, ) cls.aperture_rotation = FloatProperty( name="Aperture Rotation", description="Rotation of blades in aperture", soft_min=-math.pi, soft_max=math.pi, subtype='ANGLE', default=0, ) cls.aperture_ratio = FloatProperty( name="Aperture Ratio", description="Distortion to simulate anamorphic lens bokeh", min=0.01, soft_min=1.0, soft_max=2.0, default=1.0, precision=4, ) cls.panorama_type = EnumProperty( name="Panorama Type", description="Distortion to use for the calculation", items=enum_panorama_types, default='FISHEYE_EQUISOLID', ) cls.fisheye_fov = FloatProperty( name="Field of View", description="Field of view for the fisheye lens", min=0.1745, soft_max=2.0 * math.pi, max=10.0 * math.pi, subtype='ANGLE', default=math.pi, ) cls.fisheye_lens = FloatProperty( name="Fisheye Lens", description="Lens focal length (mm)", min=0.01, soft_max=15.0, max=100.0, default=10.5, ) cls.latitude_min = FloatProperty( name="Min Latitude", description="Minimum latitude (vertical angle) for the equirectangular lens", min=-0.5 * math.pi, max=0.5 * math.pi, subtype='ANGLE', default=-0.5 * math.pi, ) cls.latitude_max = FloatProperty( name="Max Latitude", description="Maximum latitude (vertical angle) for the equirectangular lens", min=-0.5 * math.pi, max=0.5 * math.pi, subtype='ANGLE', default=0.5 * math.pi, ) cls.longitude_min = FloatProperty( name="Min Longitude", description="Minimum longitude (horizontal angle) for the equirectangular lens", min=-math.pi, max=math.pi, subtype='ANGLE', default=-math.pi, ) cls.longitude_max = FloatProperty( name="Max Longitude", description="Maximum longitude (horizontal angle) for the equirectangular lens", min=-math.pi, max=math.pi, subtype='ANGLE', default=math.pi, ) @classmethod def unregister(cls): del bpy.types.Camera.cycles class CyclesMaterialSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Material.cycles = PointerProperty( name="Cycles Material Settings", description="Cycles material settings", type=cls, ) cls.sample_as_light = BoolProperty( name="Multiple Importance Sample", description="Use multiple importance sampling for this material, " "disabling may reduce overall noise for large " "objects that emit little light compared to other light sources", default=True, ) cls.use_transparent_shadow = BoolProperty( name="Transparent Shadows", description="Use transparent shadows for this material if it contains a Transparent BSDF, " "disabling will render faster but not give accurate shadows", default=True, ) cls.homogeneous_volume = BoolProperty( name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere " "(not using any textures), for faster rendering", default=False, ) cls.volume_sampling = EnumProperty( name="Volume Sampling", description="Sampling method to use for volumes", items=enum_volume_sampling, default='MULTIPLE_IMPORTANCE', ) cls.volume_interpolation = EnumProperty( name="Volume Interpolation", description="Interpolation method to use for smoke/fire volumes", items=enum_volume_interpolation, default='LINEAR', ) cls.displacement_method = EnumProperty( name="Displacement Method", description="Method to use for the displacement", items=enum_displacement_methods, default='BUMP', ) @classmethod def unregister(cls): del bpy.types.Material.cycles class CyclesLampSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Lamp.cycles = PointerProperty( name="Cycles Lamp Settings", description="Cycles lamp settings", type=cls, ) cls.cast_shadow = BoolProperty( name="Cast Shadow", description="Lamp casts shadows", default=True, ) cls.samples = IntProperty( name="Samples", description="Number of light samples to render for each AA sample", min=1, max=10000, default=1, ) cls.max_bounces = IntProperty( name="Max Bounces", description="Maximum number of bounces the light will contribute to the render", min=0, max=1024, default=1024, ) cls.use_multiple_importance_sampling = BoolProperty( name="Multiple Importance Sample", description="Use multiple importance sampling for the lamp, " "reduces noise for area lamps and sharp glossy materials", default=True, ) cls.is_portal = BoolProperty( name="Is Portal", description="Use this area lamp to guide sampling of the background, " "note that this will make the lamp invisible", default=False, ) @classmethod def unregister(cls): del bpy.types.Lamp.cycles class CyclesWorldSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.World.cycles = PointerProperty( name="Cycles World Settings", description="Cycles world settings", type=cls, ) cls.sample_as_light = BoolProperty( name="Multiple Importance Sample", description="Use multiple importance sampling for the environment, " "enabling for non-solid colors is recommended", default=True, ) cls.sample_map_resolution = IntProperty( name="Map Resolution", description="Importance map size is resolution x resolution; " "higher values potentially produce less noise, at the cost of memory and speed", min=4, max=8192, default=1024, ) cls.samples = IntProperty( name="Samples", description="Number of light samples to render for each AA sample", min=1, max=10000, default=1, ) cls.max_bounces = IntProperty( name="Max Bounces", description="Maximum number of bounces the background light will contribute to the render", min=0, max=1024, default=1024, ) cls.homogeneous_volume = BoolProperty( name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere" "(not using any textures), for faster rendering", default=False, ) cls.volume_sampling = EnumProperty( name="Volume Sampling", description="Sampling method to use for volumes", items=enum_volume_sampling, default='EQUIANGULAR', ) cls.volume_interpolation = EnumProperty( name="Volume Interpolation", description="Interpolation method to use for volumes", items=enum_volume_interpolation, default='LINEAR', ) @classmethod def unregister(cls): del bpy.types.World.cycles class CyclesVisibilitySettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Object.cycles_visibility = PointerProperty( name="Cycles Visibility Settings", description="Cycles visibility settings", type=cls, ) bpy.types.World.cycles_visibility = PointerProperty( name="Cycles Visibility Settings", description="Cycles visibility settings", type=cls, ) cls.camera = BoolProperty( name="Camera", description="Object visibility for camera rays", default=True, ) cls.diffuse = BoolProperty( name="Diffuse", description="Object visibility for diffuse reflection rays", default=True, ) cls.glossy = BoolProperty( name="Glossy", description="Object visibility for glossy reflection rays", default=True, ) cls.transmission = BoolProperty( name="Transmission", description="Object visibility for transmission rays", default=True, ) cls.shadow = BoolProperty( name="Shadow", description="Object visibility for shadow rays", default=True, ) cls.scatter = BoolProperty( name="Volume Scatter", description="Object visibility for volume scatter rays", default=True, ) @classmethod def unregister(cls): del bpy.types.Object.cycles_visibility del bpy.types.World.cycles_visibility class CyclesMeshSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Mesh.cycles = PointerProperty( name="Cycles Mesh Settings", description="Cycles mesh settings", type=cls, ) bpy.types.Curve.cycles = PointerProperty( name="Cycles Mesh Settings", description="Cycles mesh settings", type=cls, ) bpy.types.MetaBall.cycles = PointerProperty( name="Cycles Mesh Settings", description="Cycles mesh settings", type=cls, ) @classmethod def unregister(cls): del bpy.types.Mesh.cycles del bpy.types.Curve.cycles del bpy.types.MetaBall.cycles class CyclesObjectSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Object.cycles = PointerProperty( name="Cycles Object Settings", description="Cycles object settings", type=cls, ) cls.use_motion_blur = BoolProperty( name="Use Motion Blur", description="Use motion blur for this object", default=True, ) cls.use_deform_motion = BoolProperty( name="Use Deformation Motion", description="Use deformation motion blur for this object", default=True, ) cls.motion_steps = IntProperty( name="Motion Steps", description="Control accuracy of deformation motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))", min=1, soft_max=8, default=1, ) cls.use_camera_cull = BoolProperty( name="Use Camera Cull", description="Allow this object and its duplicators to be culled by camera space culling", default=False, ) cls.use_distance_cull = BoolProperty( name="Use Distance Cull", description="Allow this object and its duplicators to be culled by distance from camera", default=False, ) cls.use_adaptive_subdivision = BoolProperty( name="Use Adaptive Subdivision", description="Use adaptive render time subdivision", default=False, ) cls.dicing_rate = FloatProperty( name="Dicing Scale", description="Multiplier for scene dicing rate (located in the Geometry Panel)", min=0.1, max=1000.0, soft_min=0.5, default=1.0, ) cls.is_shadow_catcher = BoolProperty( name="Shadow Catcher", description="Only render shadows on this object, for compositing renders into real footage", default=False, ) @classmethod def unregister(cls): del bpy.types.Object.cycles class CyclesCurveRenderSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.Scene.cycles_curves = PointerProperty( name="Cycles Hair Rendering Settings", description="Cycles hair rendering settings", type=cls, ) cls.primitive = EnumProperty( name="Primitive", description="Type of primitive used for hair rendering", items=enum_curve_primitives, default='LINE_SEGMENTS', ) cls.shape = EnumProperty( name="Shape", description="Form of hair", items=enum_curve_shape, default='THICK', ) cls.cull_backfacing = BoolProperty( name="Cull back-faces", description="Do not test the back-face of each strand", default=True, ) cls.use_curves = BoolProperty( name="Use Cycles Hair Rendering", description="Activate Cycles hair rendering for particle system", default=True, ) cls.resolution = IntProperty( name="Resolution", description="Resolution of generated mesh", min=3, max=64, default=3, ) cls.minimum_width = FloatProperty( name="Minimal width", description="Minimal pixel width for strands (0 - deactivated)", min=0.0, max=100.0, default=0.0, ) cls.maximum_width = FloatProperty( name="Maximal width", description="Maximum extension that strand radius can be increased by", min=0.0, max=100.0, default=0.1, ) cls.subdivisions = IntProperty( name="Subdivisions", description="Number of subdivisions used in Cardinal curve intersection (power of 2)", min=0, max=24, default=4, ) @classmethod def unregister(cls): del bpy.types.Scene.cycles_curves class CyclesCurveSettings(bpy.types.PropertyGroup): @classmethod def register(cls): bpy.types.ParticleSettings.cycles = PointerProperty( name="Cycles Hair Settings", description="Cycles hair settings", type=cls, ) cls.radius_scale = FloatProperty( name="Radius Scaling", description="Multiplier of width properties", min=0.0, max=1000.0, default=0.01, ) cls.root_width = FloatProperty( name="Root Size", description="Strand's width at root", min=0.0, max=1000.0, default=1.0, ) cls.tip_width = FloatProperty( name="Tip Multiplier", description="Strand's width at tip", min=0.0, max=1000.0, default=0.0, ) cls.shape = FloatProperty( name="Strand Shape", description="Strand shape parameter", min=-1.0, max=1.0, default=0.0, ) cls.use_closetip = BoolProperty( name="Close tip", description="Set tip radius to zero", default=True, ) @classmethod def unregister(cls): del bpy.types.ParticleSettings.cycles class CyclesDeviceSettings(bpy.types.PropertyGroup): @classmethod def register(cls): cls.id = StringProperty(name="ID") cls.name = StringProperty(name="Name") cls.use = BoolProperty(name="Use", default=True) cls.type = EnumProperty(name="Type", items=enum_device_type, default='CUDA') class CyclesPreferences(bpy.types.AddonPreferences): bl_idname = __package__ def get_device_types(self, context): import _cycles has_cuda, has_opencl = _cycles.get_device_types() list = [('NONE', "None", "Don't use compute device", 0)] if has_cuda: list.append(('CUDA', "CUDA", "Use CUDA for GPU acceleration", 1)) if has_opencl: list.append(('OPENCL', "OpenCL", "Use OpenCL for GPU acceleration", 2)) return list compute_device_type = EnumProperty( name="Compute Device Type", description="Device to use for computation (rendering with Cycles)", items=get_device_types, ) devices = bpy.props.CollectionProperty(type=CyclesDeviceSettings) def get_devices(self): import _cycles # Layout of the device tuples: (Name, Type, Persistent ID) device_list = _cycles.available_devices() cuda_devices = [] opencl_devices = [] for device in device_list: if not device[1] in {'CUDA', 'OPENCL'}: continue entry = None # Try to find existing Device entry for dev in self.devices: if dev.id == device[2] and dev.type == device[1]: entry = dev break # Create new entry if no existing one was found if not entry: entry = self.devices.add() entry.id = device[2] entry.name = device[0] entry.type = device[1] # Sort entries into lists if entry.type == 'CUDA': cuda_devices.append(entry) elif entry.type == 'OPENCL': opencl_devices.append(entry) return cuda_devices, opencl_devices def get_num_gpu_devices(self): import _cycles device_list = _cycles.available_devices() num = 0 for device in device_list: if device[1] != self.compute_device_type: continue for dev in self.devices: if dev.use and dev.id == device[2]: num += 1 return num def has_active_device(self): return self.get_num_gpu_devices() > 0 def draw_impl(self, layout, context): layout.label(text="Cycles Compute Device:") layout.row().prop(self, "compute_device_type", expand=True) cuda_devices, opencl_devices = self.get_devices() row = layout.row() if self.compute_device_type == 'CUDA' and cuda_devices: col = row.column(align=True) for device in cuda_devices: col.prop(device, "use", text=device.name, toggle=True) if self.compute_device_type == 'OPENCL' and opencl_devices: col = row.column(align=True) for device in opencl_devices: col.prop(device, "use", text=device.name, toggle=True) def draw(self, context): self.draw_impl(self.layout, context) def register(): bpy.utils.register_class(CyclesRenderSettings) bpy.utils.register_class(CyclesCameraSettings) bpy.utils.register_class(CyclesMaterialSettings) bpy.utils.register_class(CyclesLampSettings) bpy.utils.register_class(CyclesWorldSettings) bpy.utils.register_class(CyclesVisibilitySettings) bpy.utils.register_class(CyclesMeshSettings) bpy.utils.register_class(CyclesObjectSettings) bpy.utils.register_class(CyclesCurveRenderSettings) bpy.utils.register_class(CyclesCurveSettings) bpy.utils.register_class(CyclesDeviceSettings) bpy.utils.register_class(CyclesPreferences) def unregister(): bpy.utils.unregister_class(CyclesRenderSettings) bpy.utils.unregister_class(CyclesCameraSettings) bpy.utils.unregister_class(CyclesMaterialSettings) bpy.utils.unregister_class(CyclesLampSettings) bpy.utils.unregister_class(CyclesWorldSettings) bpy.utils.unregister_class(CyclesMeshSettings) bpy.utils.unregister_class(CyclesObjectSettings) bpy.utils.unregister_class(CyclesVisibilitySettings) bpy.utils.unregister_class(CyclesCurveRenderSettings) bpy.utils.unregister_class(CyclesCurveSettings) bpy.utils.unregister_class(CyclesDeviceSettings) bpy.utils.unregister_class(CyclesPreferences)