# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy.types import Menu, Panel, UIList from rna_prop_ui import PropertyPanel from bpy.app.translations import pgettext_iface as iface_ def active_node_mat(mat): # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate # which settings from node-materials are used if mat is not None: mat_node = mat.active_node_material if mat_node: return mat_node else: return mat return None def check_material(mat): if mat is not None: if mat.use_nodes: if mat.active_node_material is not None: return True return False return True return False def simple_material(mat): if (mat is not None) and (not mat.use_nodes): return True return False class MATERIAL_MT_sss_presets(Menu): bl_label = "SSS Presets" preset_subdir = "sss" preset_operator = "script.execute_preset" draw = Menu.draw_preset class MATERIAL_MT_specials(Menu): bl_label = "Material Specials" def draw(self, context): layout = self.layout layout.operator("object.material_slot_copy", icon='COPY_ID') layout.operator("material.copy", icon='COPYDOWN') layout.operator("material.paste", icon='PASTEDOWN') class MATERIAL_UL_matslots(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): # assert(isinstance(item, bpy.types.MaterialSlot) ob = data slot = item ma = slot.material if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.label(text=ma.name if ma else "", translate=False, icon_value=icon) if ma and not context.scene.render.use_shading_nodes: manode = ma.active_node_material if manode: layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode)) elif ma.use_nodes: layout.label(text="Node ") elif self.layout_type in {'GRID'}: layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MaterialButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "material" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES) class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): # An exception, don't call the parent poll func because # this manages materials for all engine types engine = context.scene.render.engine return (context.material or context.object) and (engine in cls.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("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=2) 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 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 mat: row.prop(mat, "use_nodes", icon='NODETREE', text="") if slot: row.prop(slot, "link", text="") else: row.label() elif mat: split.template_ID(space, "pin_id") split.separator() if mat: layout.prop(mat, "type", expand=True) if mat.use_nodes: row = layout.row() row.label(text="", icon='NODETREE') if mat.active_node_material: row.prop(mat.active_node_material, "name", text="") else: row.label(text="No material node selected") class MATERIAL_PT_preview(MaterialButtonsPanel, Panel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): self.layout.template_preview(context.material) class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel): bl_label = "Render Pipeline Options" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and (not simple_material(mat)) and (mat.type in {'SURFACE', 'WIRE', 'VOLUME'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self. layout mat = context.material mat_type = mat.type in {'SURFACE', 'WIRE'} row = layout.row() row.active = mat_type row.prop(mat, "use_transparency") sub = row.column() sub.prop(mat, "offset_z") sub.active = mat_type and mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY' row = layout.row() row.active = mat.use_transparency or not mat_type row.prop(mat, "transparency_method", expand=True) layout.separator() split = layout.split() col = split.column() col.prop(mat, "use_raytrace") col.prop(mat, "use_full_oversampling") sub = col.column() sub.active = mat_type sub.prop(mat, "use_sky") sub.prop(mat, "invert_z") col = split.column() col.active = mat_type col.prop(mat, "use_cast_shadows_only", text="Cast Only") col.prop(mat, "shadow_cast_alpha", text="Casting Alpha") col.prop(mat, "use_cast_buffer_shadows") col.prop(mat, "use_cast_approximate") col.prop(mat, "pass_index") class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel): bl_label = "Diffuse" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(mat, "diffuse_color", text="") sub = col.column() sub.active = (not mat.use_shadeless) sub.prop(mat, "diffuse_intensity", text="Intensity") col = split.column() col.active = (not mat.use_shadeless) col.prop(mat, "diffuse_shader", text="") col.prop(mat, "use_diffuse_ramp", text="Ramp") col = layout.column() col.active = (not mat.use_shadeless) if mat.diffuse_shader == 'OREN_NAYAR': col.prop(mat, "roughness") elif mat.diffuse_shader == 'MINNAERT': col.prop(mat, "darkness") elif mat.diffuse_shader == 'TOON': row = col.row() row.prop(mat, "diffuse_toon_size", text="Size") row.prop(mat, "diffuse_toon_smooth", text="Smooth") elif mat.diffuse_shader == 'FRESNEL': row = col.row() row.prop(mat, "diffuse_fresnel", text="Fresnel") row.prop(mat, "diffuse_fresnel_factor", text="Factor") if mat.use_diffuse_ramp: col = layout.column() col.active = (not mat.use_shadeless) col.separator() col.template_color_ramp(mat, "diffuse_ramp", expand=True) col.separator() row = col.row() row.prop(mat, "diffuse_ramp_input", text="Input") row.prop(mat, "diffuse_ramp_blend", text="Blend") col.prop(mat, "diffuse_ramp_factor", text="Factor") class MATERIAL_PT_specular(MaterialButtonsPanel, Panel): bl_label = "Specular" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) layout.active = (not mat.use_shadeless) split = layout.split() col = split.column() col.prop(mat, "specular_color", text="") col.prop(mat, "specular_intensity", text="Intensity") col = split.column() col.prop(mat, "specular_shader", text="") col.prop(mat, "use_specular_ramp", text="Ramp") col = layout.column() if mat.specular_shader in {'COOKTORR', 'PHONG'}: col.prop(mat, "specular_hardness", text="Hardness") elif mat.specular_shader == 'BLINN': row = col.row() row.prop(mat, "specular_hardness", text="Hardness") row.prop(mat, "specular_ior", text="IOR") elif mat.specular_shader == 'WARDISO': col.prop(mat, "specular_slope", text="Slope") elif mat.specular_shader == 'TOON': row = col.row() row.prop(mat, "specular_toon_size", text="Size") row.prop(mat, "specular_toon_smooth", text="Smooth") if mat.use_specular_ramp: layout.separator() layout.template_color_ramp(mat, "specular_ramp", expand=True) layout.separator() row = layout.row() row.prop(mat, "specular_ramp_input", text="Input") row.prop(mat, "specular_ramp_blend", text="Blend") layout.prop(mat, "specular_ramp_factor", text="Factor") class MATERIAL_PT_shading(MaterialButtonsPanel, Panel): bl_label = "Shading" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) if mat.type in {'SURFACE', 'WIRE'}: split = layout.split() col = split.column() sub = col.column() sub.active = not mat.use_shadeless sub.prop(mat, "emit") sub.prop(mat, "ambient") sub = col.column() sub.prop(mat, "translucency") col = split.column() col.prop(mat, "use_shadeless") sub = col.column() sub.active = not mat.use_shadeless sub.prop(mat, "use_tangent_shading") sub.prop(mat, "use_cubic") class MATERIAL_PT_transp(MaterialButtonsPanel, Panel): bl_label = "Transparency" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): mat = context.material if simple_material(mat): self.layout.prop(mat, "use_transparency", text="") def draw(self, context): layout = self.layout base_mat = context.material mat = active_node_mat(context.material) rayt = mat.raytrace_transparency if simple_material(base_mat): row = layout.row() row.active = mat.use_transparency row.prop(mat, "transparency_method", expand=True) split = layout.split() split.active = base_mat.use_transparency col = split.column() col.prop(mat, "alpha") row = col.row() row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless) row.prop(mat, "specular_alpha", text="Specular") col = split.column() col.active = (not mat.use_shadeless) col.prop(rayt, "fresnel") sub = col.column() sub.active = rayt.fresnel > 0 sub.prop(rayt, "fresnel_factor", text="Blend") if base_mat.transparency_method == 'RAYTRACE': layout.separator() split = layout.split() split.active = base_mat.use_transparency col = split.column() col.prop(rayt, "ior") col.prop(rayt, "filter") col.prop(rayt, "falloff") col.prop(rayt, "depth_max") col.prop(rayt, "depth") col = split.column() col.label(text="Gloss:") col.prop(rayt, "gloss_factor", text="Amount") sub = col.column() sub.active = rayt.gloss_factor < 1.0 sub.prop(rayt, "gloss_threshold", text="Threshold") sub.prop(rayt, "gloss_samples", text="Samples") class MATERIAL_PT_mirror(MaterialButtonsPanel, Panel): bl_label = "Mirror" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): raym = active_node_mat(context.material).raytrace_mirror self.layout.prop(raym, "use", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) raym = mat.raytrace_mirror layout.active = raym.use split = layout.split() col = split.column() col.prop(raym, "reflect_factor") col.prop(mat, "mirror_color", text="") col = split.column() col.prop(raym, "fresnel") sub = col.column() sub.active = raym.fresnel > 0 sub.prop(raym, "fresnel_factor", text="Blend") split = layout.split() col = split.column() col.separator() col.prop(raym, "depth") col.prop(raym, "distance", text="Max Dist") col.separator() sub = col.split(percentage=0.4) sub.active = raym.distance > 0.0 sub.label(text="Fade To:") sub.prop(raym, "fade_to", text="") col = split.column() col.label(text="Gloss:") col.prop(raym, "gloss_factor", text="Amount") sub = col.column() sub.active = raym.gloss_factor < 1.0 sub.prop(raym, "gloss_threshold", text="Threshold") sub.prop(raym, "gloss_samples", text="Samples") sub.prop(raym, "gloss_anisotropic", text="Anisotropic") class MATERIAL_PT_sss(MaterialButtonsPanel, Panel): bl_label = "Subsurface Scattering" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): mat = active_node_mat(context.material) sss = mat.subsurface_scattering self.layout.active = (not mat.use_shadeless) self.layout.prop(sss, "use", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) sss = mat.subsurface_scattering layout.active = (sss.use) and (not mat.use_shadeless) row = layout.row().split() sub = row.row(align=True).split(align=True, percentage=0.75) sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label) sub.operator("material.sss_preset_add", text="", icon='ZOOMIN') sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').remove_active = True split = layout.split() col = split.column() col.prop(sss, "ior") col.prop(sss, "scale") col.prop(sss, "color", text="") col.prop(sss, "radius", text="RGB Radius", expand=True) col = split.column() sub = col.column(align=True) sub.label(text="Blend:") sub.prop(sss, "color_factor", text="Color") sub.prop(sss, "texture_factor", text="Texture") sub.label(text="Scattering Weight:") sub.prop(sss, "front") sub.prop(sss, "back") col.separator() col.prop(sss, "error_threshold", text="Error") class MATERIAL_PT_halo(MaterialButtonsPanel, Panel): bl_label = "Halo" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material # don't use node material halo = mat.halo def number_but(layout, toggle, number, name, color): row = layout.row(align=True) row.prop(halo, toggle, text="") sub = row.column(align=True) sub.active = getattr(halo, toggle) sub.prop(halo, number, text=name, translate=False) if not color == "": sub.prop(mat, color, text="") split = layout.split() col = split.column() col.prop(mat, "alpha") col.prop(mat, "diffuse_color", text="") col.prop(halo, "seed") col = split.column() col.prop(halo, "size") col.prop(halo, "hardness") col.prop(halo, "add") layout.label(text="Options:") split = layout.split() col = split.column() col.prop(halo, "use_texture") col.prop(halo, "use_vertex_normal") col.prop(halo, "use_extreme_alpha") col.prop(halo, "use_shaded") col.prop(halo, "use_soft") col = split.column() number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color") number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color") number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "") class MATERIAL_PT_flare(MaterialButtonsPanel, Panel): bl_label = "Flare" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): halo = context.material.halo self.layout.prop(halo, "use_flare_mode", text="") def draw(self, context): layout = self.layout mat = context.material # don't use node material halo = mat.halo layout.active = halo.use_flare_mode split = layout.split() col = split.column() col.prop(halo, "flare_size", text="Size") col.prop(halo, "flare_boost", text="Boost") col.prop(halo, "flare_seed", text="Seed") col = split.column() col.prop(halo, "flare_subflare_count", text="Subflares") col.prop(halo, "flare_subflare_size", text="Subsize") class MATERIAL_PT_game_settings(MaterialButtonsPanel, Panel): bl_label = "Game Settings" COMPAT_ENGINES = {'BLENDER_GAME'} @classmethod def poll(cls, context): return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout game = context.material.game_settings # don't use node material row = layout.row() row.prop(game, "use_backface_culling") row.prop(game, "invisible") row.prop(game, "text") row = layout.row() row.label(text="Alpha Blend:") row.label(text="Face Orientation:") row = layout.row() row.prop(game, "alpha_blend", text="") row.prop(game, "face_orientation", text="") class MATERIAL_PT_physics(MaterialButtonsPanel, Panel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_GAME'} def draw_header(self, context): game = context.material.game_settings self.layout.prop(game, "physics", text="") @classmethod def poll(cls, context): return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.active = context.material.game_settings.physics phys = context.material.physics # don't use node material split = layout.split() row = split.row() row.prop(phys, "friction") row.prop(phys, "elasticity", slider=True) row = layout.row() row.label(text="Force Field:") row = layout.row() row.prop(phys, "fh_force") row.prop(phys, "fh_damping", slider=True) row = layout.row() row.prop(phys, "fh_distance") row.prop(phys, "use_fh_normal") class MATERIAL_PT_strand(MaterialButtonsPanel, Panel): bl_label = "Strand" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material # don't use node material tan = mat.strand split = layout.split() col = split.column() sub = col.column(align=True) sub.label(text="Size:") sub.prop(tan, "root_size", text="Root") sub.prop(tan, "tip_size", text="Tip") sub.prop(tan, "size_min", text="Minimum") sub.prop(tan, "use_blender_units") sub = col.column() sub.active = (not mat.use_shadeless) sub.prop(tan, "use_tangent_shading") col.prop(tan, "shape") col = split.column() col.label(text="Shading:") col.prop(tan, "width_fade") ob = context.object if ob and ob.type == 'MESH': col.prop_search(tan, "uv_layer", ob.data, "uv_textures", text="") else: col.prop(tan, "uv_layer", text="") col.separator() sub = col.column() sub.active = (not mat.use_shadeless) sub.label("Surface diffuse:") sub = col.column() sub.prop(tan, "blend_distance", text="Distance") class MATERIAL_PT_options(MaterialButtonsPanel, Panel): bl_label = "Options" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout base_mat = context.material mat = active_node_mat(base_mat) split = layout.split() col = split.column() if simple_material(base_mat): col.prop(mat, "use_raytrace") col.prop(mat, "use_full_oversampling") col.prop(mat, "use_sky") col.prop(mat, "use_mist") if simple_material(base_mat): col.prop(mat, "invert_z") sub = col.row() sub.prop(mat, "offset_z") sub.active = mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY' sub = col.column(align=True) sub.label(text="Light Group:") sub.prop(mat, "light_group", text="") row = sub.row(align=True) row.active = bool(mat.light_group) row.prop(mat, "use_light_group_exclusive", text="Exclusive") row.prop(mat, "use_light_group_local", text="Local") col = split.column() col.prop(mat, "use_face_texture") sub = col.column() sub.active = mat.use_face_texture sub.prop(mat, "use_face_texture_alpha") col.separator() col.prop(mat, "use_vertex_color_paint") col.prop(mat, "use_vertex_color_light") col.prop(mat, "use_object_color") col.prop(mat, "use_uv_project") if simple_material(base_mat): col.prop(mat, "pass_index") class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel): bl_label = "Shadow" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout base_mat = context.material mat = active_node_mat(base_mat) split = layout.split() col = split.column() col.prop(mat, "use_shadows", text="Receive") col.prop(mat, "use_transparent_shadows", text="Receive Transparent") if simple_material(base_mat): col.prop(mat, "use_cast_shadows_only", text="Cast Only") col.prop(mat, "shadow_cast_alpha", text="Casting Alpha") col.prop(mat, "use_only_shadow", text="Shadows Only") sub = col.column() sub.active = mat.use_only_shadow sub.prop(mat, "shadow_only_type", text="") col = split.column() if simple_material(base_mat): col.prop(mat, "use_cast_buffer_shadows") sub = col.column() sub.active = mat.use_cast_buffer_shadows sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias") col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias") sub = col.column() sub.active = (not mat.use_ray_shadow_bias) sub.prop(mat, "shadow_ray_bias", text="Ray Bias") if simple_material(base_mat): col.prop(mat, "use_cast_approximate") class MATERIAL_PT_transp_game(MaterialButtonsPanel, Panel): bl_label = "Transparency" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_GAME'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): mat = context.material if simple_material(mat): self.layout.prop(mat, "use_transparency", text="") def draw(self, context): layout = self.layout base_mat = context.material mat = active_node_mat(base_mat) if simple_material(base_mat): row = layout.row() row.active = mat.use_transparency row.prop(mat, "transparency_method", expand=True) layout.prop(mat, "alpha") class VolumeButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "material" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES) class MATERIAL_PT_volume_density(VolumeButtonsPanel, Panel): bl_label = "Density" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # don't use node material row = layout.row() row.prop(vol, "density") row.prop(vol, "density_scale") class MATERIAL_PT_volume_shading(VolumeButtonsPanel, Panel): bl_label = "Shading" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # don't use node material split = layout.split() col = split.column() col.prop(vol, "scattering") col.prop(vol, "asymmetry") col.prop(vol, "transmission_color") col = split.column() sub = col.column(align=True) sub.prop(vol, "emission") sub.prop(vol, "emission_color", text="") sub = col.column(align=True) sub.prop(vol, "reflection") sub.prop(vol, "reflection_color", text="") class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, Panel): bl_label = "Lighting" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # don't use node material split = layout.split() col = split.column() col.prop(vol, "light_method", text="") col = split.column() if vol.light_method == 'SHADED': col.prop(vol, "use_external_shadows") col.prop(vol, "use_light_cache") sub = col.column() sub.active = vol.use_light_cache sub.prop(vol, "cache_resolution") elif vol.light_method in {'MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'}: sub = col.column() sub.enabled = True sub.active = False sub.label("Light Cache Enabled") col.prop(vol, "cache_resolution") sub = col.column(align=True) sub.prop(vol, "ms_diffusion") sub.prop(vol, "ms_spread") sub.prop(vol, "ms_intensity") class MATERIAL_PT_volume_transp(VolumeButtonsPanel, Panel): bl_label = "Transparency" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return mat and simple_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material # don't use node material layout.prop(mat, "transparency_method", expand=True) class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel): bl_label = "Integration" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # don't use node material split = layout.split() col = split.column() col.label(text="Step Calculation:") col.prop(vol, "step_method", text="") col = col.column(align=True) col.prop(vol, "step_size") col = split.column() col.label() col.prop(vol, "depth_threshold") class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel): bl_label = "Options" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) split = layout.split() col = split.column() if simple_material(context.material): col.prop(mat, "use_raytrace") col.prop(mat, "use_full_oversampling") col.prop(mat, "use_mist") col = split.column() col.label(text="Light Group:") col.prop(mat, "light_group", text="") row = col.row() row.active = bool(mat.light_group) row.prop(mat, "use_light_group_exclusive", text="Exclusive") class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "material" _property_type = bpy.types.Material if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)