# # 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_extras.node_utils import find_node_input, find_output_node from bpy.types import ( Panel, Menu, Operator, ) class CYCLES_MT_sampling_presets(Menu): bl_label = "Sampling Presets" preset_subdir = "cycles/sampling" preset_operator = "script.execute_preset" COMPAT_ENGINES = {'CYCLES'} draw = Menu.draw_preset class CYCLES_MT_integrator_presets(Menu): bl_label = "Integrator Presets" preset_subdir = "cycles/integrator" preset_operator = "script.execute_preset" COMPAT_ENGINES = {'CYCLES'} draw = Menu.draw_preset class CyclesButtonsPanel: bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "render" COMPAT_ENGINES = {'CYCLES'} @classmethod def poll(cls, context): rd = context.scene.render return rd.engine in cls.COMPAT_ENGINES def get_device_type(context): return context.user_preferences.addons[__package__].preferences.compute_device_type def use_cpu(context): cscene = context.scene.cycles return (get_device_type(context) == 'NONE' or cscene.device == 'CPU') def use_opencl(context): cscene = context.scene.cycles return (get_device_type(context) == 'OPENCL' and cscene.device == 'GPU') def use_cuda(context): cscene = context.scene.cycles return (get_device_type(context) == 'CUDA' and cscene.device == 'GPU') def use_branched_path(context): cscene = context.scene.cycles return (cscene.progressive == 'BRANCHED_PATH') def use_sample_all_lights(context): cscene = context.scene.cycles return cscene.sample_all_lights_direct or cscene.sample_all_lights_indirect def show_device_active(context): cscene = context.scene.cycles if cscene.device != 'GPU': return True return context.user_preferences.addons[__package__].preferences.has_active_device() def draw_samples_info(layout, context): cscene = context.scene.cycles integrator = cscene.progressive # Calculate sample values if integrator == 'PATH': aa = cscene.samples if cscene.use_square_samples: aa = aa * aa else: aa = cscene.aa_samples d = cscene.diffuse_samples g = cscene.glossy_samples t = cscene.transmission_samples ao = cscene.ao_samples ml = cscene.mesh_light_samples sss = cscene.subsurface_samples vol = cscene.volume_samples if cscene.use_square_samples: aa = aa * aa d = d * d g = g * g t = t * t ao = ao * ao ml = ml * ml sss = sss * sss vol = vol * vol # Draw interface # Do not draw for progressive, when Square Samples are disabled if use_branched_path(context) or (cscene.use_square_samples and integrator == 'PATH'): col = layout.column(align=True) col.scale_y = 0.6 col.label("Total Samples:") col.separator() if integrator == 'PATH': col.label("%s AA" % aa) else: col.label("%s AA, %s Diffuse, %s Glossy, %s Transmission" % (aa, d * aa, g * aa, t * aa)) col.separator() col.label("%s AO, %s Mesh Light, %s Subsurface, %s Volume" % (ao * aa, ml * aa, sss * aa, vol * aa)) class CyclesRender_PT_sampling(CyclesButtonsPanel, Panel): bl_label = "Sampling" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles row = layout.row(align=True) row.menu("CYCLES_MT_sampling_presets", text=bpy.types.CYCLES_MT_sampling_presets.bl_label) row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMIN") row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMOUT").remove_active = True row = layout.row() sub = row.row() sub.prop(cscene, "progressive", text="") row.prop(cscene, "use_square_samples") split = layout.split() col = split.column() sub = col.column(align=True) sub.label("Settings:") seed_sub = sub.row(align=True) seed_sub.prop(cscene, "seed") seed_sub.prop(cscene, "use_animated_seed", text="", icon="TIME") sub.prop(cscene, "sample_clamp_direct") sub.prop(cscene, "sample_clamp_indirect") sub.prop(cscene, "light_sampling_threshold") if cscene.progressive == 'PATH' or use_branched_path(context) is False: col = split.column() sub = col.column(align=True) sub.label(text="Samples:") sub.prop(cscene, "samples", text="Render") sub.prop(cscene, "preview_samples", text="Preview") else: sub.label(text="AA Samples:") sub.prop(cscene, "aa_samples", text="Render") sub.prop(cscene, "preview_aa_samples", text="Preview") col = split.column() sub = col.column(align=True) sub.label(text="Samples:") sub.prop(cscene, "diffuse_samples", text="Diffuse") sub.prop(cscene, "glossy_samples", text="Glossy") sub.prop(cscene, "transmission_samples", text="Transmission") sub.prop(cscene, "ao_samples", text="AO") subsub = sub.row(align=True) subsub.active = use_sample_all_lights(context) subsub.prop(cscene, "mesh_light_samples", text="Mesh Light") sub.prop(cscene, "subsurface_samples", text="Subsurface") sub.prop(cscene, "volume_samples", text="Volume") col = layout.column(align=True) col.prop(cscene, "sample_all_lights_direct") col.prop(cscene, "sample_all_lights_indirect") layout.row().prop(cscene, "sampling_pattern", text="Pattern") for rl in scene.render.layers: if rl.samples > 0: layout.separator() layout.row().prop(cscene, "use_layer_samples") break draw_samples_info(layout, context) class CyclesRender_PT_geometry(CyclesButtonsPanel, Panel): bl_label = "Geometry" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles ccscene = scene.cycles_curves if cscene.feature_set == 'EXPERIMENTAL': split = layout.split() col = split.column() sub = col.column(align=True) sub.label("Volume Sampling:") sub.prop(cscene, "volume_step_size") sub.prop(cscene, "volume_max_steps") col = split.column() sub = col.column(align=True) sub.label("Subdivision Rate:") sub.prop(cscene, "dicing_rate", text="Render") sub.prop(cscene, "preview_dicing_rate", text="Preview") sub.separator() sub.prop(cscene, "max_subdivisions") else: row = layout.row() row.label("Volume Sampling:") row = layout.row() row.prop(cscene, "volume_step_size") row.prop(cscene, "volume_max_steps") layout.prop(ccscene, "use_curves", text="Use Hair") col = layout.column() col.active = ccscene.use_curves col.prop(ccscene, "primitive", text="Primitive") col.prop(ccscene, "shape", text="Shape") if not (ccscene.primitive in {'CURVE_SEGMENTS', 'LINE_SEGMENTS'} and ccscene.shape == 'RIBBONS'): col.prop(ccscene, "cull_backfacing", text="Cull back-faces") if ccscene.primitive == 'TRIANGLES' and ccscene.shape == 'THICK': col.prop(ccscene, "resolution", text="Resolution") elif ccscene.primitive == 'CURVE_SEGMENTS': col.prop(ccscene, "subdivisions", text="Curve subdivisions") row = col.row() row.prop(ccscene, "minimum_width", text="Min Pixels") row.prop(ccscene, "maximum_width", text="Max Extension") class CyclesRender_PT_light_paths(CyclesButtonsPanel, Panel): bl_label = "Light Paths" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles row = layout.row(align=True) row.menu("CYCLES_MT_integrator_presets", text=bpy.types.CYCLES_MT_integrator_presets.bl_label) row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMIN") row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMOUT").remove_active = True split = layout.split() col = split.column() sub = col.column(align=True) sub.label("Transparency:") sub.prop(cscene, "transparent_max_bounces", text="Max") sub.prop(cscene, "transparent_min_bounces", text="Min") sub.prop(cscene, "use_transparent_shadows", text="Shadows") col.separator() col.prop(cscene, "caustics_reflective") col.prop(cscene, "caustics_refractive") col.prop(cscene, "blur_glossy") col = split.column() sub = col.column(align=True) sub.label(text="Bounces:") sub.prop(cscene, "max_bounces", text="Max") sub.prop(cscene, "min_bounces", text="Min") sub = col.column(align=True) sub.prop(cscene, "diffuse_bounces", text="Diffuse") sub.prop(cscene, "glossy_bounces", text="Glossy") sub.prop(cscene, "transmission_bounces", text="Transmission") sub.prop(cscene, "volume_bounces", text="Volume") class CyclesRender_PT_motion_blur(CyclesButtonsPanel, Panel): bl_label = "Motion Blur" bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_motion_blur", text="") def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles rd = scene.render layout.active = rd.use_motion_blur col = layout.column() col.prop(cscene, "motion_blur_position", text="Position") col.prop(rd, "motion_blur_shutter") col = layout.column() col.label("Shutter curve:") col.template_curve_mapping(rd, "motion_blur_shutter_curve") col = layout.column(align=True) row = col.row(align=True) row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH' row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND' row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT' row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP' row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE' row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX' col = layout.column() col.prop(cscene, "rolling_shutter_type") row = col.row() row.active = cscene.rolling_shutter_type != 'NONE' row.prop(cscene, "rolling_shutter_duration") class CyclesRender_PT_film(CyclesButtonsPanel, Panel): bl_label = "Film" def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles split = layout.split() col = split.column() col.prop(cscene, "film_exposure") col.prop(cscene, "film_transparent") col = split.column() sub = col.column(align=True) sub.prop(cscene, "pixel_filter_type", text="") if cscene.pixel_filter_type != 'BOX': sub.prop(cscene, "filter_width", text="Width") class CyclesRender_PT_performance(CyclesButtonsPanel, Panel): bl_label = "Performance" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render cscene = scene.cycles split = layout.split() col = split.column(align=True) col.label(text="Threads:") col.row(align=True).prop(rd, "threads_mode", expand=True) sub = col.column(align=True) sub.enabled = rd.threads_mode == 'FIXED' sub.prop(rd, "threads") sub = col.column(align=True) sub.label(text="Tiles:") sub.prop(cscene, "tile_order", text="") sub.prop(rd, "tile_x", text="X") sub.prop(rd, "tile_y", text="Y") sub.prop(cscene, "use_progressive_refine") subsub = sub.column(align=True) subsub.prop(rd, "use_save_buffers") col = split.column(align=True) col.label(text="Viewport:") col.prop(cscene, "debug_bvh_type", text="") col.separator() col.prop(cscene, "preview_start_resolution") col.separator() col.label(text="Final Render:") col.prop(rd, "use_persistent_data", text="Persistent Images") col.separator() col.label(text="Acceleration structure:") col.prop(cscene, "debug_use_spatial_splits") col.prop(cscene, "debug_use_hair_bvh") row = col.row() row.active = not cscene.debug_use_spatial_splits row.prop(cscene, "debug_bvh_time_steps") class CyclesRender_PT_layer_options(CyclesButtonsPanel, Panel): bl_label = "Layer" bl_context = "render_layer" def draw(self, context): layout = self.layout scene = context.scene rd = scene.render rl = rd.layers.active split = layout.split() col = split.column() col.prop(scene, "layers", text="Scene") col.prop(rl, "layers_exclude", text="Exclude") col = split.column() col.prop(rl, "layers", text="Layer") col.prop(rl, "layers_zmask", text="Mask Layer") split = layout.split() col = split.column() col.label(text="Material:") col.prop(rl, "material_override", text="") col.separator() col.prop(rl, "samples") col = split.column() col.prop(rl, "use_sky", "Use Environment") col.prop(rl, "use_ao", "Use AO") col.prop(rl, "use_solid", "Use Surfaces") col.prop(rl, "use_strand", "Use Hair") class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel): bl_label = "Passes" bl_context = "render_layer" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): import _cycles layout = self.layout scene = context.scene rd = scene.render rl = rd.layers.active crl = rl.cycles split = layout.split() col = split.column() col.prop(rl, "use_pass_combined") col.prop(rl, "use_pass_z") col.prop(rl, "use_pass_mist") col.prop(rl, "use_pass_normal") row = col.row() row.prop(rl, "use_pass_vector") row.active = not rd.use_motion_blur col.prop(rl, "use_pass_uv") col.prop(rl, "use_pass_object_index") col.prop(rl, "use_pass_material_index") col.separator() col.prop(rl, "use_pass_shadow") col.prop(rl, "use_pass_ambient_occlusion") col.separator() col.prop(rl, "pass_alpha_threshold") col = split.column() col.label(text="Diffuse:") row = col.row(align=True) row.prop(rl, "use_pass_diffuse_direct", text="Direct", toggle=True) row.prop(rl, "use_pass_diffuse_indirect", text="Indirect", toggle=True) row.prop(rl, "use_pass_diffuse_color", text="Color", toggle=True) col.label(text="Glossy:") row = col.row(align=True) row.prop(rl, "use_pass_glossy_direct", text="Direct", toggle=True) row.prop(rl, "use_pass_glossy_indirect", text="Indirect", toggle=True) row.prop(rl, "use_pass_glossy_color", text="Color", toggle=True) col.label(text="Transmission:") row = col.row(align=True) row.prop(rl, "use_pass_transmission_direct", text="Direct", toggle=True) row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True) row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True) col.label(text="Subsurface:") row = col.row(align=True) row.prop(rl, "use_pass_subsurface_direct", text="Direct", toggle=True) row.prop(rl, "use_pass_subsurface_indirect", text="Indirect", toggle=True) row.prop(rl, "use_pass_subsurface_color", text="Color", toggle=True) col.separator() col.prop(rl, "use_pass_emit", text="Emission") col.prop(rl, "use_pass_environment") if context.scene.cycles.feature_set == 'EXPERIMENTAL': col.separator() sub = col.column() sub.active = crl.use_denoising sub.prop(crl, "denoising_store_passes", text="Denoising") if _cycles.with_cycles_debug: col = layout.column() col.prop(crl, "pass_debug_bvh_traversed_nodes") col.prop(crl, "pass_debug_bvh_traversed_instances") col.prop(crl, "pass_debug_bvh_intersections") col.prop(crl, "pass_debug_ray_bounces") class CyclesRender_PT_views(CyclesButtonsPanel, Panel): bl_label = "Views" bl_context = "render_layer" bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_multiview", text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render rv = rd.views.active layout.active = rd.use_multiview basic_stereo = (rd.views_format == 'STEREO_3D') row = layout.row() row.prop(rd, "views_format", expand=True) if basic_stereo: row = layout.row() row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2) row = layout.row() row.label(text="File Suffix:") row.prop(rv, "file_suffix", text="") else: row = layout.row() row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2) col = row.column(align=True) col.operator("scene.render_view_add", icon='ZOOMIN', text="") col.operator("scene.render_view_remove", icon='ZOOMOUT', text="") row = layout.row() row.label(text="Camera Suffix:") row.prop(rv, "camera_suffix", text="") class CyclesRender_PT_denoising(CyclesButtonsPanel, Panel): bl_label = "Denoising" bl_context = "render_layer" bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): rd = context.scene.render rl = rd.layers.active crl = rl.cycles cscene = context.scene.cycles layout = self.layout layout.active = not cscene.use_progressive_refine layout.prop(crl, "use_denoising", text="") def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles rd = scene.render rl = rd.layers.active crl = rl.cycles layout.active = crl.use_denoising and not cscene.use_progressive_refine split = layout.split() col = split.column() sub = col.column(align=True) sub.prop(crl, "denoising_radius", text="Radius") sub.prop(crl, "denoising_strength", slider=True, text="Strength") col = split.column() sub = col.column(align=True) sub.prop(crl, "denoising_feature_strength", slider=True, text="Feature Strength") sub.prop(crl, "denoising_relative_pca") layout.separator() row = layout.row() row.label(text="Diffuse:") sub = row.row(align=True) sub.prop(crl, "denoising_diffuse_direct", text="Direct", toggle=True) sub.prop(crl, "denoising_diffuse_indirect", text="Indirect", toggle=True) row = layout.row() row.label(text="Glossy:") sub = row.row(align=True) sub.prop(crl, "denoising_glossy_direct", text="Direct", toggle=True) sub.prop(crl, "denoising_glossy_indirect", text="Indirect", toggle=True) row = layout.row() row.label(text="Transmission:") sub = row.row(align=True) sub.prop(crl, "denoising_transmission_direct", text="Direct", toggle=True) sub.prop(crl, "denoising_transmission_indirect", text="Indirect", toggle=True) row = layout.row() row.label(text="Subsurface:") sub = row.row(align=True) sub.prop(crl, "denoising_subsurface_direct", text="Direct", toggle=True) sub.prop(crl, "denoising_subsurface_indirect", text="Indirect", toggle=True) class Cycles_PT_post_processing(CyclesButtonsPanel, Panel): bl_label = "Post Processing" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout rd = context.scene.render split = layout.split() col = split.column() col.prop(rd, "use_compositing") col.prop(rd, "use_sequencer") col = split.column() col.prop(rd, "dither_intensity", text="Dither", slider=True) class CyclesCamera_PT_dof(CyclesButtonsPanel, Panel): bl_label = "Depth of Field" bl_context = "data" @classmethod def poll(cls, context): return context.camera and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout cam = context.camera ccam = cam.cycles dof_options = cam.gpu_dof split = layout.split() col = split.column() col.label("Focus:") col.prop(cam, "dof_object", text="") sub = col.row() sub.active = cam.dof_object is None sub.prop(cam, "dof_distance", text="Distance") hq_support = dof_options.is_hq_supported sub = col.column(align=True) sub.label("Viewport:") subhq = sub.column() subhq.active = hq_support subhq.prop(dof_options, "use_high_quality") sub.prop(dof_options, "fstop") if dof_options.use_high_quality and hq_support: sub.prop(dof_options, "blades") col = split.column() col.label("Aperture:") sub = col.column(align=True) sub.prop(ccam, "aperture_type", text="") if ccam.aperture_type == 'RADIUS': sub.prop(ccam, "aperture_size", text="Size") elif ccam.aperture_type == 'FSTOP': sub.prop(ccam, "aperture_fstop", text="Number") sub = col.column(align=True) sub.prop(ccam, "aperture_blades", text="Blades") sub.prop(ccam, "aperture_rotation", text="Rotation") sub.prop(ccam, "aperture_ratio", text="Ratio") class Cycles_PT_context_material(CyclesButtonsPanel, Panel): bl_label = "" bl_context = "material" bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): return (context.material or context.object) and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout mat = context.material ob = context.object slot = context.material_slot space = context.space_data if ob: is_sortable = len(ob.material_slots) > 1 rows = 1 if (is_sortable): rows = 4 row = layout.row() row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows) col = row.column(align=True) col.operator("object.material_slot_add", icon='ZOOMIN', text="") col.operator("object.material_slot_remove", icon='ZOOMOUT', text="") col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="") if is_sortable: col.separator() col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN' if ob.mode == 'EDIT': row = layout.row(align=True) row.operator("object.material_slot_assign", text="Assign") row.operator("object.material_slot_select", text="Select") row.operator("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.prop(slot, "link", text="") else: row.label() elif mat: split.template_ID(space, "pin_id") split.separator() class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel): bl_label = "Motion Blur" bl_context = "object" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object if CyclesButtonsPanel.poll(context) and ob: if ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META'}: return True if ob.dupli_type == 'GROUP' and ob.dupli_group: return True # TODO(sergey): More duplicator types here? return False def draw_header(self, context): layout = self.layout rd = context.scene.render # scene = context.scene layout.active = rd.use_motion_blur ob = context.object cob = ob.cycles layout.prop(cob, "use_motion_blur", text="") def draw(self, context): layout = self.layout rd = context.scene.render # scene = context.scene ob = context.object cob = ob.cycles layout.active = (rd.use_motion_blur and cob.use_motion_blur) row = layout.row() row.prop(cob, "use_deform_motion", text="Deformation") sub = row.row() sub.active = cob.use_deform_motion sub.prop(cob, "motion_steps", text="Steps") class CyclesObject_PT_cycles_settings(CyclesButtonsPanel, Panel): bl_label = "Cycles Settings" bl_context = "object" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object return (CyclesButtonsPanel.poll(context) and ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LAMP'}) or (ob.dupli_type == 'GROUP' and ob.dupli_group))) def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles ob = context.object cob = ob.cycles visibility = ob.cycles_visibility layout.label(text="Ray Visibility:") flow = layout.column_flow() flow.prop(visibility, "camera") flow.prop(visibility, "diffuse") flow.prop(visibility, "glossy") flow.prop(visibility, "transmission") flow.prop(visibility, "scatter") if ob.type != 'LAMP': flow.prop(visibility, "shadow") layout.prop(cob, "is_shadow_catcher") col = layout.column() col.label(text="Performance:") row = col.row() sub = row.row() sub.active = scene.render.use_simplify and cscene.use_camera_cull sub.prop(cob, "use_camera_cull") sub = row.row() sub.active = scene.render.use_simplify and cscene.use_distance_cull sub.prop(cob, "use_distance_cull") class CYCLES_OT_use_shading_nodes(Operator): """Enable nodes on a material, world or lamp""" bl_idname = "cycles.use_shading_nodes" bl_label = "Use Nodes" @classmethod def poll(cls, context): return (getattr(context, "material", False) or getattr(context, "world", False) or getattr(context, "lamp", False)) def execute(self, context): if context.material: context.material.use_nodes = True elif context.world: context.world.use_nodes = True elif context.lamp: context.lamp.use_nodes = True return {'FINISHED'} def panel_node_draw(layout, id_data, output_type, input_name): if not id_data.use_nodes: layout.operator("cycles.use_shading_nodes", icon='NODETREE') return False ntree = id_data.node_tree node = find_output_node(ntree, output_type) if not node: layout.label(text="No output node") else: input = find_node_input(node, input_name) layout.template_node_view(ntree, node, input) return True class CyclesLamp_PT_preview(CyclesButtonsPanel, Panel): bl_label = "Preview" bl_context = "data" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.lamp and \ not (context.lamp.type == 'AREA' and context.lamp.cycles.is_portal) \ and CyclesButtonsPanel.poll(context) def draw(self, context): self.layout.template_preview(context.lamp) class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel): bl_label = "Lamp" bl_context = "data" @classmethod def poll(cls, context): return context.lamp and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout lamp = context.lamp clamp = lamp.cycles # cscene = context.scene.cycles layout.prop(lamp, "type", expand=True) split = layout.split() col = split.column(align=True) if lamp.type in {'POINT', 'SUN', 'SPOT'}: col.prop(lamp, "shadow_soft_size", text="Size") elif lamp.type == 'AREA': col.prop(lamp, "shape", text="") sub = col.column(align=True) if lamp.shape == 'SQUARE': sub.prop(lamp, "size") elif lamp.shape == 'RECTANGLE': sub.prop(lamp, "size", text="Size X") sub.prop(lamp, "size_y", text="Size Y") if not (lamp.type == 'AREA' and clamp.is_portal): sub = col.column(align=True) if use_branched_path(context): subsub = sub.row(align=True) subsub.active = use_sample_all_lights(context) subsub.prop(clamp, "samples") sub.prop(clamp, "max_bounces") col = split.column() sub = col.column(align=True) sub.active = not (lamp.type == 'AREA' and clamp.is_portal) sub.prop(clamp, "cast_shadow") sub.prop(clamp, "use_multiple_importance_sampling", text="Multiple Importance") if lamp.type == 'AREA': col.prop(clamp, "is_portal", text="Portal") if lamp.type == 'HEMI': layout.label(text="Not supported, interpreted as sun lamp") class CyclesLamp_PT_nodes(CyclesButtonsPanel, Panel): bl_label = "Nodes" bl_context = "data" @classmethod def poll(cls, context): return context.lamp and not (context.lamp.type == 'AREA' and context.lamp.cycles.is_portal) and \ CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout lamp = context.lamp if not panel_node_draw(layout, lamp, 'OUTPUT_LAMP', 'Surface'): layout.prop(lamp, "color") class CyclesLamp_PT_spot(CyclesButtonsPanel, Panel): bl_label = "Spot Shape" bl_context = "data" @classmethod def poll(cls, context): lamp = context.lamp return (lamp and lamp.type == 'SPOT') and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout lamp = context.lamp split = layout.split() col = split.column() sub = col.column() sub.prop(lamp, "spot_size", text="Size") sub.prop(lamp, "spot_blend", text="Blend", slider=True) col = split.column() col.prop(lamp, "show_cone") class CyclesWorld_PT_preview(CyclesButtonsPanel, Panel): bl_label = "Preview" bl_context = "world" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.world and CyclesButtonsPanel.poll(context) def draw(self, context): self.layout.template_preview(context.world) class CyclesWorld_PT_surface(CyclesButtonsPanel, Panel): bl_label = "Surface" bl_context = "world" @classmethod def poll(cls, context): return context.world and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout world = context.world if not panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Surface'): layout.prop(world, "horizon_color", text="Color") class CyclesWorld_PT_volume(CyclesButtonsPanel, Panel): bl_label = "Volume" bl_context = "world" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): world = context.world return world and world.node_tree and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout world = context.world panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Volume') class CyclesWorld_PT_ambient_occlusion(CyclesButtonsPanel, Panel): bl_label = "Ambient Occlusion" bl_context = "world" @classmethod def poll(cls, context): return context.world and CyclesButtonsPanel.poll(context) def draw_header(self, context): light = context.world.light_settings self.layout.prop(light, "use_ambient_occlusion", text="") def draw(self, context): layout = self.layout light = context.world.light_settings scene = context.scene row = layout.row() sub = row.row() sub.active = light.use_ambient_occlusion or scene.render.use_simplify sub.prop(light, "ao_factor", text="Factor") row.prop(light, "distance", text="Distance") class CyclesWorld_PT_mist(CyclesButtonsPanel, Panel): bl_label = "Mist Pass" bl_context = "world" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): if CyclesButtonsPanel.poll(context): if context.world: for rl in context.scene.render.layers: if rl.use_pass_mist: return True return False def draw(self, context): layout = self.layout world = context.world split = layout.split(align=True) split.prop(world.mist_settings, "start") split.prop(world.mist_settings, "depth") layout.prop(world.mist_settings, "falloff") class CyclesWorld_PT_ray_visibility(CyclesButtonsPanel, Panel): bl_label = "Ray Visibility" bl_context = "world" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return CyclesButtonsPanel.poll(context) and context.world def draw(self, context): layout = self.layout world = context.world visibility = world.cycles_visibility flow = layout.column_flow() flow.prop(visibility, "camera") flow.prop(visibility, "diffuse") flow.prop(visibility, "glossy") flow.prop(visibility, "transmission") flow.prop(visibility, "scatter") class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel): bl_label = "Settings" bl_context = "world" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.world and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout world = context.world cworld = world.cycles # cscene = context.scene.cycles split = layout.split() col = split.column() col.label(text="Surface:") col.prop(cworld, "sample_as_light", text="Multiple Importance") sub = col.column(align=True) sub.active = cworld.sample_as_light sub.prop(cworld, "sample_map_resolution") if use_branched_path(context): subsub = sub.row(align=True) subsub.active = use_sample_all_lights(context) subsub.prop(cworld, "samples") sub.prop(cworld, "max_bounces") col = split.column() col.label(text="Volume:") sub = col.column() sub.active = use_cpu(context) sub.prop(cworld, "volume_sampling", text="") sub.prop(cworld, "volume_interpolation", text="") col.prop(cworld, "homogeneous_volume", text="Homogeneous") class CyclesMaterial_PT_preview(CyclesButtonsPanel, Panel): bl_label = "Preview" bl_context = "material" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.material and CyclesButtonsPanel.poll(context) def draw(self, context): self.layout.template_preview(context.material) class CyclesMaterial_PT_surface(CyclesButtonsPanel, Panel): bl_label = "Surface" bl_context = "material" @classmethod def poll(cls, context): return context.material and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout mat = context.material if not panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Surface'): layout.prop(mat, "diffuse_color") class CyclesMaterial_PT_volume(CyclesButtonsPanel, Panel): bl_label = "Volume" bl_context = "material" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): mat = context.material return mat and mat.node_tree and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout mat = context.material # cmat = mat.cycles panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Volume') class CyclesMaterial_PT_displacement(CyclesButtonsPanel, Panel): bl_label = "Displacement" bl_context = "material" @classmethod def poll(cls, context): mat = context.material return mat and mat.node_tree and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout mat = context.material panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Displacement') class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel): bl_label = "Settings" bl_context = "material" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.material and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout mat = context.material cmat = mat.cycles split = layout.split() col = split.column() col.label(text="Surface:") col.prop(cmat, "sample_as_light", text="Multiple Importance") col.prop(cmat, "use_transparent_shadow") if context.scene.cycles.feature_set == 'EXPERIMENTAL': col.separator() col.label(text="Displacement:") col.prop(cmat, "displacement_method", text="") col = split.column() col.label(text="Volume:") sub = col.column() sub.active = use_cpu(context) sub.prop(cmat, "volume_sampling", text="") sub.prop(cmat, "volume_interpolation", text="") col.prop(cmat, "homogeneous_volume", text="Homogeneous") layout.separator() split = layout.split() col = split.column(align=True) col.label("Viewport Color:") col.prop(mat, "diffuse_color", text="") col.prop(mat, "alpha") col.separator() col.label("Viewport Alpha:") col.prop(mat.game_settings, "alpha_blend", text="") col = split.column(align=True) col.label("Viewport Specular:") col.prop(mat, "specular_color", text="") col.prop(mat, "specular_hardness", text="Hardness") col.separator() col.prop(mat, "pass_index") class CyclesTexture_PT_context(CyclesButtonsPanel, Panel): bl_label = "" bl_context = "texture" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'CYCLES'} def draw(self, context): layout = self.layout tex = context.texture space = context.space_data pin_id = space.pin_id use_pin_id = space.use_pin_id user = context.texture_user space.use_limited_texture_context = False if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)): pin_id = None if not pin_id: layout.template_texture_user() if user or pin_id: layout.separator() split = layout.split(percentage=0.65) col = split.column() if pin_id: col.template_ID(space, "pin_id") else: propname = context.texture_user_property.identifier col.template_ID(user, propname, new="texture.new") if tex: split = layout.split(percentage=0.2) split.label(text="Type:") split.prop(tex, "type", text="") class CyclesTexture_PT_node(CyclesButtonsPanel, Panel): bl_label = "Node" bl_context = "texture" @classmethod def poll(cls, context): node = context.texture_node return node and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout node = context.texture_node ntree = node.id_data layout.template_node_view(ntree, node, None) class CyclesTexture_PT_mapping(CyclesButtonsPanel, Panel): bl_label = "Mapping" bl_context = "texture" @classmethod def poll(cls, context): node = context.texture_node # TODO(sergey): perform a faster/nicer check? return node and hasattr(node, 'texture_mapping') and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout node = context.texture_node mapping = node.texture_mapping layout.prop(mapping, "vector_type", expand=True) row = layout.row() row.column().prop(mapping, "translation") row.column().prop(mapping, "rotation") row.column().prop(mapping, "scale") layout.label(text="Projection:") row = layout.row() row.prop(mapping, "mapping_x", text="") row.prop(mapping, "mapping_y", text="") row.prop(mapping, "mapping_z", text="") class CyclesTexture_PT_colors(CyclesButtonsPanel, Panel): bl_label = "Color" bl_context = "texture" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): # node = context.texture_node return False # return node and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout node = context.texture_node mapping = node.color_mapping split = layout.split() col = split.column() col.label(text="Blend:") col.prop(mapping, "blend_type", text="") col.prop(mapping, "blend_factor", text="Factor") col.prop(mapping, "blend_color", text="") col = split.column() col.label(text="Adjust:") col.prop(mapping, "brightness") col.prop(mapping, "contrast") col.prop(mapping, "saturation") layout.separator() layout.prop(mapping, "use_color_ramp", text="Ramp") if mapping.use_color_ramp: layout.template_color_ramp(mapping, "color_ramp", expand=True) class CyclesParticle_PT_textures(CyclesButtonsPanel, Panel): bl_label = "Textures" bl_context = "particle" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): psys = context.particle_system return psys and CyclesButtonsPanel.poll(context) def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings row = layout.row() row.template_list("TEXTURE_UL_texslots", "", part, "texture_slots", part, "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="") if not part.active_texture: layout.template_ID(part, "active_texture", new="texture.new") else: slot = part.texture_slots[part.active_texture_index] layout.template_ID(slot, "texture", new="texture.new") class CyclesRender_PT_bake(CyclesButtonsPanel, Panel): bl_label = "Bake" bl_context = "render" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'CYCLES'} def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles cbk = scene.render.bake layout.operator("object.bake", icon='RENDER_STILL').type = cscene.bake_type col = layout.column() col.prop(cscene, "bake_type") col = layout.column() if cscene.bake_type == 'NORMAL': col.prop(cbk, "normal_space", text="Space") row = col.row(align=True) row.label(text="Swizzle:") row.prop(cbk, "normal_r", text="") row.prop(cbk, "normal_g", text="") row.prop(cbk, "normal_b", text="") elif cscene.bake_type == 'COMBINED': row = col.row(align=True) row.prop(cbk, "use_pass_direct", toggle=True) row.prop(cbk, "use_pass_indirect", toggle=True) split = col.split() split.active = cbk.use_pass_direct or cbk.use_pass_indirect col = split.column() col.prop(cbk, "use_pass_diffuse") col.prop(cbk, "use_pass_glossy") col.prop(cbk, "use_pass_transmission") col = split.column() col.prop(cbk, "use_pass_subsurface") col.prop(cbk, "use_pass_ambient_occlusion") col.prop(cbk, "use_pass_emit") elif cscene.bake_type in {'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}: row = col.row(align=True) row.prop(cbk, "use_pass_direct", toggle=True) row.prop(cbk, "use_pass_indirect", toggle=True) row.prop(cbk, "use_pass_color", toggle=True) layout.separator() split = layout.split() col = split.column() col.prop(cbk, "margin") col.prop(cbk, "use_clear") col = split.column() col.prop(cbk, "use_selected_to_active") sub = col.column() sub.active = cbk.use_selected_to_active sub.prop(cbk, "use_cage", text="Cage") if cbk.use_cage: sub.prop(cbk, "cage_extrusion", text="Extrusion") sub.prop_search(cbk, "cage_object", scene, "objects", text="") else: sub.prop(cbk, "cage_extrusion", text="Ray Distance") class CyclesRender_PT_debug(CyclesButtonsPanel, Panel): bl_label = "Debug" bl_context = "render" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'CYCLES'} @classmethod def poll(cls, context): return CyclesButtonsPanel.poll(context) and bpy.app.debug_value == 256 def draw(self, context): layout = self.layout scene = context.scene cscene = scene.cycles col = layout.column() col.label('CPU Flags:') row = col.row(align=True) row.prop(cscene, "debug_use_cpu_sse2", toggle=True) row.prop(cscene, "debug_use_cpu_sse3", toggle=True) row.prop(cscene, "debug_use_cpu_sse41", toggle=True) row.prop(cscene, "debug_use_cpu_avx", toggle=True) row.prop(cscene, "debug_use_cpu_avx2", toggle=True) col.prop(cscene, "debug_use_qbvh") col.prop(cscene, "debug_use_cpu_split_kernel") col = layout.column() col.label('CUDA Flags:') col.prop(cscene, "debug_use_cuda_adaptive_compile") col.prop(cscene, "debug_use_cuda_split_kernel") col = layout.column() col.label('OpenCL Flags:') col.prop(cscene, "debug_opencl_kernel_type", text="Kernel") col.prop(cscene, "debug_opencl_device_type", text="Device") col.prop(cscene, "debug_opencl_kernel_single_program", text="Single Program") col.prop(cscene, "debug_use_opencl_debug", text="Debug") class CyclesParticle_PT_CurveSettings(CyclesButtonsPanel, Panel): bl_label = "Cycles Hair Settings" bl_context = "particle" @classmethod def poll(cls, context): scene = context.scene ccscene = scene.cycles_curves psys = context.particle_system use_curves = ccscene.use_curves and psys return CyclesButtonsPanel.poll(context) and use_curves and psys.settings.type == 'HAIR' def draw(self, context): layout = self.layout psys = context.particle_settings cpsys = psys.cycles row = layout.row() row.prop(cpsys, "shape", text="Shape") layout.label(text="Thickness:") row = layout.row() row.prop(cpsys, "root_width", text="Root") row.prop(cpsys, "tip_width", text="Tip") row = layout.row() row.prop(cpsys, "radius_scale", text="Scaling") row.prop(cpsys, "use_closetip", text="Close tip") class CyclesScene_PT_simplify(CyclesButtonsPanel, Panel): bl_label = "Simplify" bl_context = "scene" COMPAT_ENGINES = {'CYCLES'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_simplify", text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render cscene = scene.cycles layout.active = rd.use_simplify col = layout.column(align=True) col.label(text="Subdivision") row = col.row(align=True) row.prop(rd, "simplify_subdivision", text="Viewport") row.prop(rd, "simplify_subdivision_render", text="Render") col = layout.column(align=True) col.label(text="Child Particles") row = col.row(align=True) row.prop(rd, "simplify_child_particles", text="Viewport") row.prop(rd, "simplify_child_particles_render", text="Render") col = layout.column(align=True) split = col.split() sub = split.column() sub.label(text="Texture Limit Viewport") sub.prop(cscene, "texture_limit", text="") sub = split.column() sub.label(text="Texture Limit Render") sub.prop(cscene, "texture_limit_render", text="") split = layout.split() col = split.column() col.prop(cscene, "use_camera_cull") row = col.row() row.active = cscene.use_camera_cull row.prop(cscene, "camera_cull_margin") col = split.column() col.prop(cscene, "use_distance_cull") row = col.row() row.active = cscene.use_distance_cull row.prop(cscene, "distance_cull_margin", text="Distance") split = layout.split() col = split.column() col.prop(cscene, "ao_bounces") col = split.column() col.prop(cscene, "ao_bounces_render") def draw_device(self, context): scene = context.scene layout = self.layout if scene.render.engine == 'CYCLES': from . import engine cscene = scene.cycles layout.prop(cscene, "feature_set") split = layout.split(percentage=1 / 3) split.label("Device:") row = split.row() row.active = show_device_active(context) row.prop(cscene, "device", text="") if engine.with_osl() and use_cpu(context): layout.prop(cscene, "shading_system") def draw_pause(self, context): layout = self.layout scene = context.scene if scene.render.engine == "CYCLES": view = context.space_data cscene = scene.cycles layout.prop(cscene, "preview_pause", icon="PAUSE", text="") def get_panels(): exclude_panels = { 'DATA_PT_area', 'DATA_PT_camera_dof', 'DATA_PT_falloff_curve', 'DATA_PT_lamp', 'DATA_PT_preview', 'DATA_PT_shadow', 'DATA_PT_spot', 'DATA_PT_sunsky', 'MATERIAL_PT_context_material', 'MATERIAL_PT_diffuse', 'MATERIAL_PT_flare', 'MATERIAL_PT_halo', 'MATERIAL_PT_mirror', 'MATERIAL_PT_options', 'MATERIAL_PT_pipeline', 'MATERIAL_PT_preview', 'MATERIAL_PT_shading', 'MATERIAL_PT_shadow', 'MATERIAL_PT_specular', 'MATERIAL_PT_sss', 'MATERIAL_PT_strand', 'MATERIAL_PT_transp', 'MATERIAL_PT_volume_density', 'MATERIAL_PT_volume_integration', 'MATERIAL_PT_volume_lighting', 'MATERIAL_PT_volume_options', 'MATERIAL_PT_volume_shading', 'MATERIAL_PT_volume_transp', 'RENDERLAYER_PT_layer_options', 'RENDERLAYER_PT_layer_passes', 'RENDERLAYER_PT_views', 'RENDER_PT_antialiasing', 'RENDER_PT_bake', 'RENDER_PT_motion_blur', 'RENDER_PT_performance', 'RENDER_PT_post_processing', 'RENDER_PT_shading', 'SCENE_PT_simplify', 'TEXTURE_PT_context_texture', 'WORLD_PT_ambient_occlusion', 'WORLD_PT_environment_lighting', 'WORLD_PT_gather', 'WORLD_PT_indirect_lighting', 'WORLD_PT_mist', 'WORLD_PT_preview', 'WORLD_PT_world' } panels = [] for panel in bpy.types.Panel.__subclasses__(): if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES: if panel.__name__ not in exclude_panels: panels.append(panel) return panels classes = ( CYCLES_MT_sampling_presets, CYCLES_MT_integrator_presets, CyclesRender_PT_sampling, CyclesRender_PT_geometry, CyclesRender_PT_light_paths, CyclesRender_PT_motion_blur, CyclesRender_PT_film, CyclesRender_PT_performance, CyclesRender_PT_layer_options, CyclesRender_PT_layer_passes, CyclesRender_PT_views, CyclesRender_PT_denoising, Cycles_PT_post_processing, CyclesCamera_PT_dof, Cycles_PT_context_material, CyclesObject_PT_motion_blur, CyclesObject_PT_cycles_settings, CYCLES_OT_use_shading_nodes, CyclesLamp_PT_preview, CyclesLamp_PT_lamp, CyclesLamp_PT_nodes, CyclesLamp_PT_spot, CyclesWorld_PT_preview, CyclesWorld_PT_surface, CyclesWorld_PT_volume, CyclesWorld_PT_ambient_occlusion, CyclesWorld_PT_mist, CyclesWorld_PT_ray_visibility, CyclesWorld_PT_settings, CyclesMaterial_PT_preview, CyclesMaterial_PT_surface, CyclesMaterial_PT_volume, CyclesMaterial_PT_displacement, CyclesMaterial_PT_settings, CyclesTexture_PT_context, CyclesTexture_PT_node, CyclesTexture_PT_mapping, CyclesTexture_PT_colors, CyclesParticle_PT_textures, CyclesRender_PT_bake, CyclesRender_PT_debug, CyclesParticle_PT_CurveSettings, CyclesScene_PT_simplify, ) def register(): from bpy.utils import register_class bpy.types.RENDER_PT_render.append(draw_device) bpy.types.VIEW3D_HT_header.append(draw_pause) for panel in get_panels(): panel.COMPAT_ENGINES.add('CYCLES') for cls in classes: register_class(cls) def unregister(): from bpy.utils import unregister_class bpy.types.RENDER_PT_render.remove(draw_device) bpy.types.VIEW3D_HT_header.remove(draw_pause) for panel in get_panels(): if 'CYCLES' in panel.COMPAT_ENGINES: panel.COMPAT_ENGINES.remove('CYCLES') for cls in classes: unregister_class(cls)