# ##### 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_ from bpy_extras.node_utils import find_node_input, find_output_node 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'}: if ma: layout.prop(ma, "name", text="", emboss=False, icon_value=icon) else: layout.label(text="", icon_value=icon) elif self.layout_type == '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.engine in cls.COMPAT_ENGINES) class MATERIAL_PT_preview(MaterialButtonsPanel, Panel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): self.layout.template_preview(context.material) class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_EEVEE'} _context_path = "material" _property_type = bpy.types.Material class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel): bl_label = "" bl_context = "material" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): engine = context.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: is_sortable = len(ob.material_slots) > 1 rows = 2 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() def panel_node_draw(layout, ntree, output_type): node = find_output_node(ntree, output_type) if node: input = find_node_input(node, 'Surface') if input: layout.template_node_view(ntree, node, input) else: layout.label(text="Incompatible output node") else: layout.label(text="No output node") class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel): bl_label = "Surface" bl_context = "material" COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): engine = context.engine return context.material and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material layout.prop(mat, "use_nodes", icon='NODETREE') layout.separator() if mat.use_nodes: panel_node_draw(layout, mat.node_tree, ('OUTPUT_EEVEE_MATERIAL', 'OUTPUT_MATERIAL')) else: layout.use_property_split = True layout.prop(mat, "diffuse_color", text="Base Color") layout.prop(mat, "metallic") layout.prop(mat, "specular_intensity", text="Specular") layout.prop(mat, "roughness") class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel): bl_label = "Options" bl_context = "material" COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): engine = context.engine return context.material and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True mat = context.material layout.prop(mat, "blend_method") if mat.blend_method != "OPAQUE": layout.prop(mat, "transparent_shadow_method") row = layout.row() row.active = ((mat.blend_method == "CLIP") or (mat.transparent_shadow_method == "CLIP")) row.prop(mat, "alpha_threshold") if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}: layout.prop(mat, "show_transparent_backside") layout.prop(mat, "use_screen_refraction") layout.prop(mat, "refraction_depth") layout.prop(mat, "use_screen_subsurface") row = layout.row() row.active = mat.use_screen_subsurface row.prop(mat, "use_sss_translucency") class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel): bl_label = "Viewport Display" bl_context = "material" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.material def draw(self, context): mat = context.material layout = self.layout layout.use_property_split = True col = layout.column() col.prop(mat, "diffuse_color") col.prop(mat, "specular_color") col.prop(mat, "roughness") classes = ( MATERIAL_MT_specials, MATERIAL_UL_matslots, MATERIAL_PT_preview, MATERIAL_PT_custom_props, EEVEE_MATERIAL_PT_context_material, EEVEE_MATERIAL_PT_surface, EEVEE_MATERIAL_PT_options, MATERIAL_PT_viewport, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)