# ##### 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 Panel, Menu from rna_prop_ui import PropertyPanel from bpy.app.translations import pgettext_iface as iface_ from bpy.app.translations import contexts as i18n_contexts from bl_ui.utils import PresetPanel from bl_ui.properties_physics_common import ( point_cache_ui, effector_weights_ui, basic_force_field_settings_ui, basic_force_field_falloff_ui, ) def particle_panel_enabled(context, psys): if psys is None: return True phystype = psys.settings.physics_type if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}: return True else: return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable) def particle_panel_poll(cls, context): psys = context.particle_system engine = context.engine settings = 0 if psys: settings = psys.settings elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings): settings = context.space_data.pin_id if not settings: return False return (settings.is_fluid is False) and (engine in cls.COMPAT_ENGINES) def particle_get_settings(context): if context.particle_system: return context.particle_system.settings elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings): return context.space_data.pin_id return None class PARTICLE_MT_context_menu(Menu): bl_label = "Particle Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, _context): layout = self.layout props = layout.operator( "particle.copy_particle_systems", text="Copy Active to Selected Objects", icon='COPYDOWN', ) props.use_active = True props.remove_target_particles = False props = layout.operator( "particle.copy_particle_systems", text="Copy All to Selected Objects", ) props.use_active = False props.remove_target_particles = True layout.separator() layout.operator( "particle.duplicate_particle_system", icon='DUPLICATE', ) class PARTICLE_PT_hair_dynamics_presets(PresetPanel, Panel): bl_label = "Hair Dynamics Presets" preset_subdir = "hair_dynamics" preset_operator = "script.execute_preset" preset_add_operator = "particle.hair_dynamics_preset_add" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} class ParticleButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "particle" @classmethod def poll(cls, context): return particle_panel_poll(cls, context) def find_modifier(ob, psys): for md in ob.modifiers: if md.type == 'PARTICLE_SYSTEM': if md.particle_system == psys: return md return None class PARTICLE_UL_particle_systems(bpy.types.UIList): def draw_item(self, _context, layout, data, item, icon, _active_data, _active_propname, _index, _flt_flag): ob = data psys = item if self.layout_type in {'DEFAULT', 'COMPACT'}: md = find_modifier(ob, psys) row = layout.row(align=True) row.prop(psys, "name", text="", emboss=False, icon_value=icon) if md: row.prop( md, "show_viewport", emboss=False, icon_only=True, ) row.prop( md, "show_render", emboss=False, icon_only=True, ) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): engine = context.engine return ( (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES) ) def draw(self, context): layout = self.layout ob = context.object psys = context.particle_system part = 0 if ob: row = layout.row() row.template_list("PARTICLE_UL_particle_systems", "particle_systems", ob, "particle_systems", ob.particle_systems, "active_index", rows=3) col = row.column(align=True) col.operator("object.particle_system_add", icon='ADD', text="") col.operator("object.particle_system_remove", icon='REMOVE', text="") col.separator() col.menu("PARTICLE_MT_context_menu", icon='DOWNARROW_HLT', text="") if psys is None: part = particle_get_settings(context) if part is None: return layout.template_ID(context.space_data, "pin_id") if part.is_fluid: layout.label(text="Settings used for fluid") return layout.prop(part, "type", text="Type") elif not psys.settings: col.template_ID(psys, "settings", new="particle.new") else: part = psys.settings col = layout.column() if (part.is_fluid is False): row = col.row() row.enabled = particle_panel_enabled(context, psys) row.template_ID(psys, "settings", new="particle.new") if part.is_fluid: layout.label(text=iface_("%d fluid particles for this frame") % part.count, translate=False) return row = layout.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "type", expand=True) if part: split = layout.split() if part.type == 'HAIR': if psys is not None and psys.is_edited: split.operator("particle.edited_clear", text="Delete Edit") else: row = split.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "use_regrow_hair") row.prop(part, "use_advanced_hair") if psys is not None and psys.is_edited: if psys.is_global_hair: row = layout.row(align=True) row.operator("particle.connect_hair").all = False row.operator("particle.connect_hair", text="Connect All").all = True else: row = layout.row(align=True) row.operator("particle.disconnect_hair").all = False row.operator("particle.disconnect_hair", text="Disconnect All").all = True elif psys is not None and part.type == 'REACTOR': split.enabled = particle_panel_enabled(context, psys) split.prop(psys, "reactor_target_object") split.prop(psys, "reactor_target_particle_system", text="Particle System") class PARTICLE_PT_emission(ParticleButtonsPanel, Panel): bl_label = "Emission" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): psys = context.particle_system settings = particle_get_settings(context) if settings is None: return False if settings.is_fluid: return False if particle_panel_poll(PARTICLE_PT_emission, context): return psys is None or not context.particle_system.point_cache.use_external return False def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.use_property_split = True layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches) col = layout.column() col.active = part.emit_from == 'VERT' or part.distribution != 'GRID' col.prop(part, "count") if psys is not None: col.prop(psys, "seed") if part.type == 'HAIR': col.prop(part, "hair_length") col.prop(part, "hair_step") if part.type != 'HAIR': col = layout.column() sub = col.column(align=True) sub.prop(part, "frame_start", text="Frame Start") sub.prop(part, "frame_end", text="End") col.prop(part, "lifetime") col.prop(part, "lifetime_random", slider=True, text="Lifetime Randomness") class PARTICLE_PT_emission_source(ParticleButtonsPanel, Panel): bl_label = "Source" bl_parent_id = "PARTICLE_PT_emission" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout part = particle_get_settings(context) layout.use_property_split = True col = layout.column() col.prop(part, "emit_from") col.prop(part, "use_modifier_stack") if part.emit_from == 'FACE' or part.emit_from == 'VOLUME': col.prop(part, "distribution") if part.emit_from == 'VERT': col.prop(part, "use_emit_random", text="Random Order") elif part.distribution == 'GRID': col.prop(part, "invert_grid") col.prop(part, "hexagonal_grid") else: col.prop(part, "use_emit_random", text="Random Order") col.prop(part, "use_even_distribution") if part.emit_from == 'FACE' or part.emit_from == 'VOLUME': if part.distribution == 'JIT': col.prop(part, "userjit", text="Particles/Face") col.prop(part, "jitter_factor", text="Jittering Amount", slider=True) elif part.distribution == 'GRID': col.prop(part, "grid_resolution") col.prop(part, "grid_random", text="Random", slider=True) class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel): bl_label = "Hair Dynamics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): psys = context.particle_system engine = context.engine if psys is None: return False if psys.settings is None: return False return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): psys = context.particle_system self.layout.prop(psys, "use_hair_dynamics", text="") def draw_header_preset(self, context): psys = context.particle_system if not psys.cloth: return layout = self.layout layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False PARTICLE_PT_hair_dynamics_presets.draw_panel_header(layout) def draw(self, context): layout = self.layout psys = context.particle_system if not psys.cloth: layout.label(text="Hair dynamics disabled") return cloth_md = psys.cloth cloth = cloth_md.settings result = cloth_md.solver_result layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False layout.use_property_split = True layout.separator() col = layout.column() col.prop(cloth, "quality", text="Quality Steps", slider=True) layout.separator() col = layout.column() col.prop(cloth, "pin_stiffness", text="Pin Goal Strength") layout.separator() if result: box = layout.box() if not result.status: label = " " icon = 'NONE' elif result.status == {'SUCCESS'}: label = "Success" icon = 'NONE' elif result.status - {'SUCCESS'} == {'NO_CONVERGENCE'}: label = "No Convergence" icon = 'ERROR' else: label = "ERROR" icon = 'ERROR' box.label(text=label, icon=icon) box.label(text="Iterations: %d .. %d (avg. %d)" % (result.min_iterations, result.max_iterations, result.avg_iterations)) box.label(text="Error: %.5f .. %.5f (avg. %.5f)" % (result.min_error, result.max_error, result.avg_error)) class PARTICLE_PT_hair_dynamics_collision(ParticleButtonsPanel, Panel): bl_label = "Collisions" bl_parent_id = "PARTICLE_PT_hair_dynamics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return context.particle_system.cloth is not None def draw(self, context): layout = self.layout psys = context.particle_system cloth_md = psys.cloth cloth_collision = cloth_md.collision_settings layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False layout.use_property_split = True col = layout.column() col.prop(cloth_collision, "collision_quality", text="Quality") layout.separator() col = layout.column() col.prop(cloth_collision, "distance_min", slider=True, text="Distance") col.prop(cloth_collision, "impulse_clamp") col.prop(cloth_collision, "collection") class PARTICLE_PT_hair_dynamics_structure(ParticleButtonsPanel, Panel): bl_label = "Structure" bl_parent_id = "PARTICLE_PT_hair_dynamics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return context.particle_system.cloth is not None def draw(self, context): layout = self.layout psys = context.particle_system cloth_md = psys.cloth cloth = cloth_md.settings layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False layout.use_property_split = True col = layout.column() col.prop(cloth, "mass") sub = col.column(align=True) sub.prop(cloth, "bending_stiffness", text="Stiffness") sub.prop(psys.settings, "bending_random", text="Random") col.prop(cloth, "bending_damping", text="Damping") # XXX has no noticeable effect with stiff hair structure springs #col.prop(cloth, "spring_damping", text="Damping") class PARTICLE_PT_hair_dynamics_volume(ParticleButtonsPanel, Panel): bl_label = "Volume" bl_parent_id = "PARTICLE_PT_hair_dynamics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return context.particle_system.cloth is not None def draw(self, context): layout = self.layout psys = context.particle_system cloth_md = psys.cloth cloth = cloth_md.settings layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False layout.use_property_split = True col = layout.column() col.prop(cloth, "air_damping", text="Air Drag") col.prop(cloth, "internal_friction", slider=True) col.prop(cloth, "voxel_cell_size") col.separator() col.prop(cloth, "density_target", text="Density Target") col.prop(cloth, "density_strength", slider=True, text="Density Strength") class PARTICLE_PT_cache(ParticleButtonsPanel, Panel): bl_label = "Cache" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): engine = context.engine if engine not in cls.COMPAT_ENGINES: return False psys = context.particle_system if psys is None: return False if psys.settings is None: return False if psys.settings.is_fluid: return False phystype = psys.settings.physics_type if phystype in {'NO', 'KEYED'}: return False return ( psys.settings.type in {'EMITTER', 'REACTOR'} or ( (psys.settings.type == 'HAIR') and (psys.use_hair_dynamics or psys.point_cache.is_baked) ) ) def draw(self, context): psys = context.particle_system point_cache_ui(self, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS') class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel): bl_label = "Velocity" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_velocity, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external) else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) layout.use_property_split = True col = layout.column() col.prop(part, "normal_factor") sub = col.column(align=True) sub.prop(part, "tangent_factor", text="Tangent") sub.prop(part, "tangent_phase", slider=True, text="Tangent Phase") col.separator() col.prop(part, "object_align_factor") col.separator() if part.emit_from == 'PARTICLE': col.prop(part, "particle_factor") else: col.prop(part, "object_factor", slider=True) col.prop(part, "factor_random", text="Randomize") # if part.type=='REACTOR': # sub.prop(part, "reactor_factor") # sub.prop(part, "reaction_shape", slider=True) class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel): bl_label = "Rotation" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_rotation, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external) else: return False def draw_header(self, context): psys = context.particle_system if psys: part = psys.settings else: part = context.space_data.pin_id layout = self.layout layout.prop(part, "use_rotations", text="") layout.enabled = particle_panel_enabled(context, psys) def draw(self, context): layout = self.layout psys = context.particle_system if psys: part = psys.settings else: part = context.space_data.pin_id layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations layout.use_property_split = True col = layout.column() col.prop(part, "rotation_mode") col.prop(part, "rotation_factor_random", slider=True, text="Randomize") col.separator() col.prop(part, "phase_factor", slider=True) col.prop(part, "phase_factor_random", text="Randomize Phase", slider=True) if part.type != 'HAIR': col.prop(part, "use_dynamic_rotation") class PARTICLE_PT_rotation_angular_velocity(ParticleButtonsPanel, Panel): bl_label = "Angular Velocity" bl_parent_id = "PARTICLE_PT_rotation" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout psys = context.particle_system if psys: part = psys.settings else: part = context.space_data.pin_id layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations layout.use_property_split = True col = layout.column() col.prop(part, "angular_velocity_mode", text="Axis") sub = col.column(align=True) sub.active = part.angular_velocity_mode != 'NONE' sub.prop(part, "angular_velocity_factor", text="Amount") class PARTICLE_PT_physics(ParticleButtonsPanel, Panel): bl_label = "Physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_physics, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return psys is None or not psys.point_cache.use_external else: return False def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) layout.prop(part, "physics_type") col = layout.column() if part.physics_type != 'NO': col = col.column() col.prop(part, "mass") col.prop(part, "use_multiply_size_mass", text="Multiply Mass with Size") if part.physics_type == 'FLUID': fluid = part.fluid col.separator() col.prop(fluid, "solver") col.prop(fluid, "stiffness", text="Stiffness") col.prop(fluid, "linear_viscosity", text="Viscosity") col.prop(fluid, "buoyancy", text="Buoyancy", slider=True) elif part.physics_type == 'KEYED': sub = col.column() sub.active = not psys or not psys.use_keyed_timing sub.prop(part, "keyed_loops", text="Loops") if psys: col.prop(psys, "use_keyed_timing", text="Use Timing") class PARTICLE_PT_physics_fluid_advanced(ParticleButtonsPanel, Panel): bl_label = "Advanced" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type == 'FLUID' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) fluid = part.fluid col = layout.column() if fluid.solver == 'DDR': sub = col.column() sub.prop(fluid, "repulsion", slider=fluid.use_factor_repulsion) sub.prop(fluid, "use_factor_repulsion") sub.prop(fluid, "stiff_viscosity", slider=fluid.use_factor_stiff_viscosity) sub.prop(fluid, "use_factor_stiff_viscosity") sub = col.column() sub.prop(fluid, "fluid_radius", slider=fluid.use_factor_radius) sub.prop(fluid, "use_factor_radius") sub.prop(fluid, "rest_density", slider=fluid.use_factor_density) sub.prop(fluid, "use_factor_density") if fluid.solver == 'CLASSICAL': # With the classical solver, it is possible to calculate the # spacing between particles when the fluid is at rest. This # makes it easier to set stable initial conditions. particle_volume = part.mass / fluid.rest_density spacing = pow(particle_volume, 1.0 / 3.0) sub.label(text="Spacing: %g" % spacing) class PARTICLE_PT_physics_fluid_springs(ParticleButtonsPanel, Panel): bl_label = "Springs" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) fluid = part.fluid return part.physics_type == 'FLUID' and fluid.solver == 'DDR' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) fluid = part.fluid col = layout.column() col.prop(fluid, "spring_force", text="Force") class PARTICLE_PT_physics_fluid_springs_viscoelastic(ParticleButtonsPanel, Panel): bl_label = "Viscoelastic Springs" bl_parent_id = "PARTICLE_PT_physics_fluid_springs" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) fluid = part.fluid return part.physics_type == 'FLUID' and fluid.solver == 'DDR' def draw_header(self, context): part = particle_get_settings(context) fluid = part.fluid self.layout.prop(fluid, "use_viscoelastic_springs", text="") def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) fluid = part.fluid col = layout.column() col.active = fluid.use_viscoelastic_springs col.prop(fluid, "yield_ratio", slider=True) col.prop(fluid, "plasticity", slider=True) col.separator() col.prop(fluid, "use_initial_rest_length") col.prop(fluid, "spring_frames", text="Frames") class PARTICLE_PT_physics_fluid_springs_advanced(ParticleButtonsPanel, Panel): bl_label = "Advanced" bl_parent_id = "PARTICLE_PT_physics_fluid_springs" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) fluid = part.fluid return part.physics_type == 'FLUID' and fluid.solver == 'DDR' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) fluid = part.fluid sub = layout.column() sub.prop(fluid, "rest_length", slider=fluid.use_factor_rest_length) sub.prop(fluid, "use_factor_rest_length") class PARTICLE_PT_physics_boids_movement(ParticleButtonsPanel, Panel): bl_label = "Movement" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type == 'BOIDS' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) boids = part.boids col = layout.column() col.prop(boids, "use_flight") col.prop(boids, "use_land") col.prop(boids, "use_climb") col = layout.column() col.active = boids.use_flight sub = col.column() sub.prop(boids, "air_speed_max") sub.prop(boids, "air_speed_min", slider=True) col.prop(boids, "air_acc_max", slider=True) col.prop(boids, "air_ave_max", slider=True) col.prop(boids, "air_personal_space") row = col.row(align=True) row.active = (boids.use_land or boids.use_climb) and boids.use_flight row.prop(boids, "land_smooth") layout.separator() col = layout.column() col.active = boids.use_land or boids.use_climb col.prop(boids, "land_speed_max") col.prop(boids, "land_jump_speed") col.prop(boids, "land_acc_max", slider=True) col.prop(boids, "land_ave_max", slider=True) col.prop(boids, "land_personal_space") col.prop(boids, "land_stick_force") layout.separator() layout.prop(part, "collision_collection") class PARTICLE_PT_physics_boids_battle(ParticleButtonsPanel, Panel): bl_label = "Battle" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type == 'BOIDS' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) boids = part.boids col = layout.column() col.prop(boids, "health") col.prop(boids, "strength") col.prop(boids, "aggression") col.prop(boids, "accuracy") col.prop(boids, "range") class PARTICLE_PT_physics_boids_misc(ParticleButtonsPanel, Panel): bl_label = "Misc" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type == 'BOIDS' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) boids = part.boids col = layout.column() col.prop(boids, "bank", slider=True) col.prop(boids, "pitch", slider=True) col.prop(boids, "height", slider=True) class PARTICLE_PT_physics_relations(ParticleButtonsPanel, Panel): bl_label = "Relations" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): psys = context.particle_system part = particle_get_settings(context) return psys and part.physics_type in {'KEYED', 'BOIDS'} def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) row = layout.row() row.template_list("UI_UL_list", "particle_targets", psys, "targets", psys, "active_particle_target_index", rows=4) col = row.column() sub = col.row() subsub = sub.column(align=True) subsub.operator("particle.new_target", icon='ADD', text="") subsub.operator("particle.target_remove", icon='REMOVE', text="") sub = col.row() subsub = sub.column(align=True) subsub.operator("particle.target_move_up", icon='TRIA_UP', text="") subsub.operator("particle.target_move_down", icon='TRIA_DOWN', text="") key = psys.active_particle_target if key: if part.physics_type == 'KEYED': col = layout.column() # doesn't work yet #col.alert = key.valid col.prop(key, "object") col.prop(key, "system", text="System") sub = col.column(align=True) sub.active = psys.use_keyed_timing sub.prop(key, "time") sub.prop(key, "duration") elif part.physics_type == 'BOIDS': sub = layout.column() # doesn't work yet #sub.alert = key.valid sub.prop(key, "object") sub.prop(key, "system", text="System") layout.prop(key, "alliance") class PARTICLE_PT_physics_fluid_interaction(ParticleButtonsPanel, Panel): bl_label = "Fluid Interaction" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type == 'FLUID' def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system row = layout.row() row.template_list("UI_UL_list", "particle_targets", psys, "targets", psys, "active_particle_target_index", rows=4) col = row.column() sub = col.row() subsub = sub.column(align=True) subsub.operator("particle.new_target", icon='ADD', text="") subsub.operator("particle.target_remove", icon='REMOVE', text="") sub = col.row() subsub = sub.column(align=True) subsub.operator("particle.target_move_up", icon='TRIA_UP', text="") subsub.operator("particle.target_move_down", icon='TRIA_DOWN', text="") key = psys.active_particle_target if key: sub = layout.column() # doesn't work yet #sub.alert = key.valid sub.prop(key, "object") sub.prop(key, "system", text="System") class PARTICLE_PT_physics_deflection(ParticleButtonsPanel, Panel): bl_label = "Deflection" bl_parent_id = "PARTICLE_PT_physics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type in {'NEWTON', 'FLUID'} def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) col = layout.column() col.prop(part, "use_size_deflect") col.prop(part, "use_die_on_collision") col.prop(part, "collision_collection") class PARTICLE_PT_physics_forces(ParticleButtonsPanel, Panel): bl_label = "Forces" bl_parent_id = "PARTICLE_PT_physics" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type in {'NEWTON', 'FLUID'} def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) col = layout.column() col.prop(part, "brownian_factor") col.prop(part, "drag_factor", slider=True) col.prop(part, "damping", slider=True) class PARTICLE_PT_physics_integration(ParticleButtonsPanel, Panel): bl_label = "Integration" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = "PARTICLE_PT_physics" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.physics_type in {'NEWTON', 'FLUID'} def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) col = layout.column() col.prop(part, "integrator") col.prop(part, "timestep") col.prop(part, "subframes") if part.physics_type == 'FLUID': col.prop(part, "use_adaptive_subframes", text="Adaptive") sub = col.row() sub.enabled = part.use_adaptive_subframes sub.prop(part, "courant_target", text="Threshold") class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel): bl_label = "Boid Brain" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = "PARTICLE_PT_physics" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): psys = context.particle_system settings = particle_get_settings(context) engine = context.engine if settings is None: return False if psys is not None and psys.point_cache.use_external: return False return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False boids = particle_get_settings(context).boids layout.enabled = particle_panel_enabled(context, context.particle_system) # Currently boids can only use the first state so these are commented out for now. # row = layout.row() # row.template_list("UI_UL_list", "particle_boids", boids, "states", # boids, "active_boid_state_index", compact="True") # col = row.row() # sub = col.row(align=True) # sub.operator("boid.state_add", icon='ADD', text="") # sub.operator("boid.state_del", icon='REMOVE', text="") # sub = row.row(align=True) # sub.operator("boid.state_move_up", icon='TRIA_UP', text="") # sub.operator("boid.state_move_down", icon='TRIA_DOWN', text="") state = boids.active_boid_state # layout.prop(state, "name", text="State name") row = layout.row() row.template_list("UI_UL_list", "particle_boids_rules", state, "rules", state, "active_boid_rule_index", rows=4) col = row.column() sub = col.row() subsub = sub.column(align=True) subsub.operator_menu_enum("boid.rule_add", "type", icon='ADD', text="") subsub.operator("boid.rule_del", icon='REMOVE', text="") sub = col.row() subsub = sub.column(align=True) subsub.operator("boid.rule_move_up", icon='TRIA_UP', text="") subsub.operator("boid.rule_move_down", icon='TRIA_DOWN', text="") layout.prop(state, "ruleset_type") if state.ruleset_type == 'FUZZY': layout.prop(state, "rule_fuzzy", slider=True) rule = state.active_boid_rule if rule: col = layout.column(align=True) col.prop(rule, "use_in_air") col.prop(rule, "use_on_land") col = layout.column() if rule.type == 'GOAL': col.prop(rule, "object") col.prop(rule, "use_predict") elif rule.type == 'AVOID': col.prop(rule, "object") col.prop(rule, "use_predict") col.prop(rule, "fear_factor") elif rule.type == 'FOLLOW_PATH': col.label(text="Not yet functional") elif rule.type == 'AVOID_COLLISION': col.prop(rule, "use_avoid") col.prop(rule, "use_avoid_collision") col.prop(rule, "look_ahead") elif rule.type == 'FOLLOW_LEADER': col.prop(rule, "object") col.prop(rule, "distance") col.prop(rule, "use_line") sub = col.row() sub.active = rule.use_line sub.prop(rule, "queue_count") elif rule.type == 'AVERAGE_SPEED': col.prop(rule, "speed", slider=True) col.prop(rule, "wander", slider=True) col.prop(rule, "level", slider=True) elif rule.type == 'FIGHT': col.prop(rule, "distance") col.prop(rule, "flee_distance") class PARTICLE_PT_render(ParticleButtonsPanel, Panel): bl_label = "Render" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): settings = particle_get_settings(context) engine = context.engine if settings is None: return False return engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.prop(part, "render_type", text="Render As") if ( part.type == 'EMITTER' or part.type in {'FLIP', 'SPRAY', 'BUBBLE', 'FOAM', 'TRACER', 'SPRAYFOAM', 'SPRAYBUBBLE', 'FOAMBUBBLE', 'SPRAYFOAMBUBBLE'} or (part.render_type in {'OBJECT', 'COLLECTION'} and part.type == 'HAIR') ): if part.render_type != 'NONE': col = layout.column(align=True) col.prop(part, "particle_size", text="Scale") col.prop(part, "size_random", slider=True, text="Scale Randomness") if psys: col = layout.column() if part.render_type not in {'OBJECT', 'COLLECTION', 'NONE'}: # col.enabled = False col.prop(part, "material_slot", text="Material") col.prop(psys, "parent", text="Coordinate System") if context.object: layout.separator() layout.prop(context.object, "show_instancer_for_render", text="Show Emitter") class PARTICLE_PT_render_extra(ParticleButtonsPanel, Panel): bl_label = "Extra" bl_parent_id = "PARTICLE_PT_render" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type != 'NONE' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() col = layout.column() col.prop(part, "use_parent_particles", text="Parent Particles") col.prop(part, "show_unborn", text="Unborn") col.prop(part, "use_dead", text="Dead") class PARTICLE_PT_render_path(ParticleButtonsPanel, Panel): bl_label = "Path" bl_parent_id = "PARTICLE_PT_render" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type == 'PATH' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() col.prop(part, "use_hair_bspline") col.prop(part, "render_step", text="Steps") class PARTICLE_PT_render_path_timing(ParticleButtonsPanel, Panel): bl_label = "Timing" bl_parent_id = "PARTICLE_PT_render" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type == 'PATH' def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) col = layout.column() col.prop(part, "use_absolute_path_time") if part.type == 'HAIR' or psys.point_cache.is_baked: col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time) col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time) col.prop(part, "length_random", text="Random", slider=True) class PARTICLE_PT_render_object(ParticleButtonsPanel, Panel): bl_label = "Object" bl_parent_id = "PARTICLE_PT_render" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type == 'OBJECT' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() col.prop(part, "instance_object", text="Instance Object") sub = col.column() sub.prop(part, "use_global_instance", text="Global Coordinates") sub.prop(part, "use_rotation_instance", text="Object Rotation") sub.prop(part, "use_scale_instance", text="Object Scale") class PARTICLE_PT_render_collection(ParticleButtonsPanel, Panel): bl_label = "Collection" bl_parent_id = "PARTICLE_PT_render" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type == 'COLLECTION' def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() col.prop(part, "instance_collection", text="Instance Collection") col.prop(part, "use_whole_collection") sub = col.column() sub.active = (part.use_whole_collection is False) sub.prop(part, "use_collection_pick_random") sub.prop(part, "use_global_instance", text="Global Coordinates") sub.prop(part, "use_rotation_instance", text="Object Rotation") sub.prop(part, "use_scale_instance", text="Object Scale") class PARTICLE_PT_render_collection_use_count(ParticleButtonsPanel, Panel): bl_label = "Use Count" bl_parent_id = "PARTICLE_PT_render_collection" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.render_type == 'COLLECTION' def draw_header(self, context): layout = self.layout part = particle_get_settings(context) layout.active = not part.use_whole_collection layout.prop(part, "use_collection_count", text="") def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() layout.active = part.use_collection_count and not part.use_whole_collection row = layout.row() row.template_list("UI_UL_list", "particle_instance_weights", part, "instance_weights", part, "active_instanceweight_index") col = row.column() sub = col.row() subsub = sub.column(align=True) subsub.operator("particle.dupliob_copy", icon='ADD', text="") subsub.operator("particle.dupliob_remove", icon='REMOVE', text="") subsub.operator("particle.dupliob_move_up", icon='TRIA_UP', text="") subsub.operator("particle.dupliob_move_down", icon='TRIA_DOWN', text="") subsub.separator() subsub.operator("particle.dupliob_refresh", icon='FILE_REFRESH', text="") weight = part.active_instanceweight if weight: row = layout.row() row.prop(weight, "count") class PARTICLE_PT_draw(ParticleButtonsPanel, Panel): bl_label = "Viewport Display" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): settings = particle_get_settings(context) engine = context.engine if settings is None: return False return engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = particle_get_settings(context) layout.prop(part, "display_method", text="Display As") if part.display_method == 'NONE' or (part.render_type == 'NONE' and part.display_method == 'RENDER'): return path = (part.render_type == 'PATH' and part.display_method == 'RENDER') or part.display_method == 'PATH' layout.separator() col = layout.column() col.prop(part, "display_color", text="Color") if part.display_color in {'VELOCITY', 'ACCELERATION'}: col.prop(part, "color_maximum", text="Fade Distance") col = layout.column() if path: col.prop(part, "display_step", text="Strand Steps") col.prop(part, "display_percentage", slider=True, text="Amount") if part.display_method != 'RENDER' or part.render_type == 'HALO': col.prop(part, "display_size", text="Size") if part.display_percentage != 100 and psys is not None: if part.type == 'HAIR': if psys.use_hair_dynamics and psys.point_cache.is_baked is False: layout.row().label(text="Display percentage makes dynamics inaccurate without baking") else: phystype = part.physics_type if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False: layout.row().label(text="Display percentage makes dynamics inaccurate without baking") else: layout.separator() if context.object: layout.separator() layout.prop(context.object, "show_instancer_for_viewport", text="Show Emitter") class PARTICLE_PT_children(ParticleButtonsPanel, Panel): bl_label = "Children" bl_translation_context = i18n_contexts.id_particlesettings bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return particle_panel_poll(cls, context) def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.row().prop(part, "child_type", expand=True) layout.use_property_split = True if part.child_type == 'NONE': return col = layout.column() sub = col.column(align=True) sub.prop(part, "child_nbr", text="Display Amount") sub.prop(part, "rendered_child_count", text="Render Amount") col.separator() col.prop(part, "child_length", slider=True) col.prop(part, "child_length_threshold", slider=True) if psys: col.prop(psys, "child_seed", text="Seed") col.separator() if part.child_type == 'INTERPOLATED': col.prop(part, "virtual_parents", slider=True) col.prop(part, "create_long_hair_children") else: col.separator() sub = col.column(align=True) sub.prop(part, "child_size", text="Size") sub.prop(part, "child_size_random", text="Randomize Size", slider=True) if part.child_type == 'SIMPLE': col.separator() col.prop(part, "child_radius", text="Radius") col.prop(part, "child_roundness", text="Roundness", slider=True) class PARTICLE_PT_children_parting(ParticleButtonsPanel, Panel): bl_label = "Parting" bl_parent_id = "PARTICLE_PT_children" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.child_type == 'INTERPOLATED' def draw(self, context): layout = self.layout part = particle_get_settings(context) is_virtual = part.virtual_parents > 0.0 layout.use_property_split = True if is_virtual: layout.label(text="Parting not available with virtual parents") col = layout.column() col.active = not is_virtual col.prop(part, "child_parting_factor", text="Parting", slider=True) sub = col.column(align=True) sub.prop(part, "child_parting_min", text="Min") sub.prop(part, "child_parting_max", text="Max") class PARTICLE_PT_children_clumping(ParticleButtonsPanel, Panel): bl_label = "Clumping" bl_parent_id = "PARTICLE_PT_children" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.child_type != 'NONE' def draw(self, context): layout = self.layout part = particle_get_settings(context) layout.use_property_split = True col = layout.column() sub = col.column() sub.prop(part, "use_clump_curve") if part.use_clump_curve: sub.template_curve_mapping(part, "clump_curve") else: sub.prop(part, "clump_factor", slider=True) sub.prop(part, "clump_shape", slider=True) if part.child_type == 'SIMPLE': col.prop(part, "twist") col.prop(part, "use_twist_curve") if part.use_twist_curve: col.template_curve_mapping(part, "twist_curve") class PARTICLE_PT_children_clumping_noise(ParticleButtonsPanel, Panel): bl_label = "Clump Noise" bl_parent_id = "PARTICLE_PT_children_clumping" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw_header(self, context): part = particle_get_settings(context) self.layout.prop(part, "use_clump_noise", text="") def draw(self, context): layout = self.layout part = particle_get_settings(context) layout.use_property_split = True layout.enabled = part.use_clump_noise layout.prop(part, "clump_noise_size") class PARTICLE_PT_children_roughness(ParticleButtonsPanel, Panel): bl_label = "Roughness" bl_parent_id = "PARTICLE_PT_children" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.child_type != 'NONE' def draw(self, context): layout = self.layout part = particle_get_settings(context) layout.use_property_split = True col = layout.column() col.prop(part, "use_roughness_curve") if part.use_roughness_curve: sub = col.column() sub.template_curve_mapping(part, "roughness_curve") sub.prop(part, "roughness_1", text="Roughness") sub.prop(part, "roughness_1_size", text="Size") else: sub = col.column(align=True) sub.prop(part, "roughness_1", text="Uniform") sub.prop(part, "roughness_1_size", text="Size") sub = col.column(align=True) sub.prop(part, "roughness_endpoint", text="Endpoint") sub.prop(part, "roughness_end_shape") sub = col.column(align=True) sub.prop(part, "roughness_2", text="Random") sub.prop(part, "roughness_2_size", text="Size") sub.prop(part, "roughness_2_threshold", slider=True) class PARTICLE_PT_children_kink(ParticleButtonsPanel, Panel): bl_label = "Kink" bl_parent_id = "PARTICLE_PT_children" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): part = particle_get_settings(context) return part.child_type != 'NONE' def draw(self, context): layout = self.layout part = particle_get_settings(context) layout.use_property_split = True col = layout.column() col.prop(part, "kink", text="Kink Type") col = layout.column() col.active = part.kink != 'NO' if part.kink == 'SPIRAL': sub = col.column() sub.prop(part, "kink_amplitude", text="Amplitude") sub.prop(part, "kink_amplitude_random", text="Randomize Amplitude", slider=True) col.separator() sub = col.column() sub.prop(part, "kink_axis") sub.prop(part, "kink_axis_random", text="Randomize Axis", slider=True) col.separator() col.prop(part, "kink_frequency", text="Frequency") col.prop(part, "kink_shape", text="Shape", slider=True) col.prop(part, "kink_extra_steps", text="Steps") elif part.kink in {'CURL', 'RADIAL', 'WAVE', 'BRAID', 'WAVE'}: sub = col.column(align=True) sub.prop(part, "kink_amplitude") sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True) col.prop(part, "kink_flat", slider=True) col.prop(part, "kink_frequency") col.prop(part, "kink_shape", slider=True) class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel): bl_label = "Field Weights" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return particle_panel_poll(cls, context) def draw(self, context): part = particle_get_settings(context) effector_weights_ui(self, part.effector_weights, 'PSYS') if part.type == 'HAIR': row = self.layout.row() row.prop(part.effector_weights, "apply_to_hair_growing") row.prop(part, "apply_effector_to_children") row = self.layout.row() row.prop(part, "effect_hair", slider=True) class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel): bl_label = "Force Field Settings" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) col = layout.column() col.prop(part, "use_self_effect") col.prop(part, "effector_amount", text="Effector Amount") class PARTICLE_PT_force_fields_type1(ParticleButtonsPanel, Panel): bl_label = "Type 1" bl_parent_id = "PARTICLE_PT_force_fields" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) if part.force_field_1: col = layout.column() col.prop(part.force_field_1, "type", text="Type 1") basic_force_field_settings_ui(self, part.force_field_1) class PARTICLE_PT_force_fields_type2(ParticleButtonsPanel, Panel): bl_label = "Type 2" bl_parent_id = "PARTICLE_PT_force_fields" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) if part.force_field_2: col = layout.column() col.prop(part.force_field_2, "type", text="Type 2") basic_force_field_settings_ui(self, part.force_field_2) class PARTICLE_PT_force_fields_type1_falloff(ParticleButtonsPanel, Panel): bl_label = "Falloff" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = "PARTICLE_PT_force_fields_type1" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) if part.force_field_1: basic_force_field_falloff_ui(self, part.force_field_1) class PARTICLE_PT_force_fields_type2_falloff(ParticleButtonsPanel, Panel): bl_label = "Falloff" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = "PARTICLE_PT_force_fields_type2" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True part = particle_get_settings(context) if part.force_field_2: basic_force_field_falloff_ui(self, part.force_field_2) class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel): bl_label = "Vertex Groups" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): if context.particle_system is None: return False return particle_panel_poll(cls, context) def draw(self, context): layout = self.layout layout.use_property_split = True ob = context.object psys = context.particle_system col = layout.column() row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density") row.prop(psys, "invert_vertex_group_density", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length") row.prop(psys, "invert_vertex_group_length", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump") row.prop(psys, "invert_vertex_group_clump", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink") row.prop(psys, "invert_vertex_group_kink", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1") row.prop(psys, "invert_vertex_group_roughness_1", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2") row.prop(psys, "invert_vertex_group_roughness_2", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End") row.prop(psys, "invert_vertex_group_roughness_end", text="", toggle=True, icon='ARROW_LEFTRIGHT') row = col.row(align=True) sub = row.row(align=True) sub.use_property_decorate = False sub.prop_search(psys, "vertex_group_twist", ob, "vertex_groups", text="Twist") row.prop(psys, "invert_vertex_group_twist", text="", toggle=True, icon='ARROW_LEFTRIGHT') # Commented out vertex groups don't work and are still waiting for better implementation # row = layout.row() # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity") # row.prop(psys, "invert_vertex_group_velocity", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size") # row.prop(psys, "invert_vertex_group_size", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent") # row.prop(psys, "invert_vertex_group_tangent", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation") # row.prop(psys, "invert_vertex_group_rotation", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field") # row.prop(psys, "invert_vertex_group_field", text="") class PARTICLE_PT_textures(ParticleButtonsPanel, Panel): bl_label = "Textures" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): if context.particle_system is None: return False return particle_panel_poll(cls, 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_context_menu", 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 PARTICLE_PT_hair_shape(ParticleButtonsPanel, Panel): bl_label = "Hair Shape" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): psys = context.particle_system if psys is None: return False return particle_panel_poll(cls, context) and psys.settings.type == 'HAIR' def draw(self, context): layout = self.layout layout.use_property_split = True psys = context.particle_system part = psys.settings layout.prop(part, "shape", text="Strand Shape") col = layout.column(align=True) col.prop(part, "root_radius", text="Diameter Root") col.prop(part, "tip_radius", text="Tip") col = layout.column() col.prop(part, "radius_scale") col.prop(part, "use_close_tip") class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} _context_path = "particle_system.settings" _property_type = bpy.types.ParticleSettings classes = ( PARTICLE_MT_context_menu, PARTICLE_PT_hair_dynamics_presets, PARTICLE_UL_particle_systems, PARTICLE_PT_context_particles, PARTICLE_PT_emission, PARTICLE_PT_emission_source, PARTICLE_PT_hair_dynamics, PARTICLE_PT_hair_dynamics_collision, PARTICLE_PT_hair_dynamics_structure, PARTICLE_PT_hair_dynamics_volume, PARTICLE_PT_cache, PARTICLE_PT_velocity, PARTICLE_PT_rotation, PARTICLE_PT_rotation_angular_velocity, PARTICLE_PT_physics, PARTICLE_PT_physics_boids_movement, PARTICLE_PT_physics_boids_battle, PARTICLE_PT_physics_boids_misc, PARTICLE_PT_physics_forces, PARTICLE_PT_physics_deflection, PARTICLE_PT_physics_integration, PARTICLE_PT_physics_relations, PARTICLE_PT_physics_fluid_springs, PARTICLE_PT_physics_fluid_springs_viscoelastic, PARTICLE_PT_physics_fluid_springs_advanced, PARTICLE_PT_physics_fluid_advanced, PARTICLE_PT_physics_fluid_interaction, PARTICLE_PT_boidbrain, PARTICLE_PT_render, PARTICLE_PT_render_path, PARTICLE_PT_render_path_timing, PARTICLE_PT_render_object, PARTICLE_PT_render_collection, PARTICLE_PT_render_collection_use_count, PARTICLE_PT_render_extra, PARTICLE_PT_draw, PARTICLE_PT_children, PARTICLE_PT_children_parting, PARTICLE_PT_children_clumping, PARTICLE_PT_children_clumping_noise, PARTICLE_PT_children_roughness, PARTICLE_PT_children_kink, PARTICLE_PT_hair_shape, PARTICLE_PT_field_weights, PARTICLE_PT_force_fields, PARTICLE_PT_force_fields_type1, PARTICLE_PT_force_fields_type1_falloff, PARTICLE_PT_force_fields_type2, PARTICLE_PT_force_fields_type2_falloff, PARTICLE_PT_vertexgroups, PARTICLE_PT_textures, PARTICLE_PT_custom_props, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)