# ##### 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 class RENDER_MT_presets(Menu): bl_label = "Render Presets" preset_subdir = "render" preset_operator = "script.execute_preset" draw = Menu.draw_preset class RENDER_MT_ffmpeg_presets(Menu): bl_label = "FFMPEG Presets" preset_subdir = "ffmpeg" preset_operator = "script.python_file_run" draw = Menu.draw_preset class RENDER_MT_framerate_presets(Menu): bl_label = "Frame Rate Presets" preset_subdir = "framerate" preset_operator = "script.execute_preset" draw = Menu.draw_preset class RenderButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "render" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): rd = context.scene.render return context.scene and (rd.engine in cls.COMPAT_ENGINES) class RENDER_PT_render(RenderButtonsPanel, Panel): bl_label = "Render" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout rd = context.scene.render row = layout.row() row.operator("render.render", text="Image", icon='RENDER_STILL') row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True layout.prop(rd, "display_mode", text="Display") class RENDER_PT_layers(RenderButtonsPanel, Panel): bl_label = "Layers" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render row = layout.row() row.template_list(rd, "layers", rd.layers, "active_index", rows=2) col = row.column(align=True) col.operator("scene.render_layer_add", icon='ZOOMIN', text="") col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="") row = layout.row() rl = rd.layers.active if rl: row.prop(rl, "name") row.prop(rd, "use_single_layer", text="", icon_only=True) split = layout.split() col = split.column() col.prop(scene, "layers", text="Scene") col.label(text="") col.prop(rl, "light_override", text="Light") col.prop(rl, "material_override", text="Material") col = split.column() col.prop(rl, "layers", text="Layer") col.label(text="Mask Layers:") col.prop(rl, "layers_zmask", text="") layout.separator() layout.label(text="Include:") split = layout.split() col = split.column() col.prop(rl, "use_zmask") row = col.row() row.prop(rl, "invert_zmask", text="Negate") row.active = rl.use_zmask col.prop(rl, "use_all_z") col = split.column() col.prop(rl, "use_solid") col.prop(rl, "use_halo") col.prop(rl, "use_ztransp") col = split.column() col.prop(rl, "use_sky") col.prop(rl, "use_edge_enhance") col.prop(rl, "use_strand") layout.separator() split = layout.split() col = split.column() col.label(text="Passes:") col.prop(rl, "use_pass_combined") col.prop(rl, "use_pass_z") col.prop(rl, "use_pass_vector") col.prop(rl, "use_pass_normal") col.prop(rl, "use_pass_uv") col.prop(rl, "use_pass_mist") col.prop(rl, "use_pass_object_index") col.prop(rl, "use_pass_material_index") col.prop(rl, "use_pass_color") col = split.column() col.label() col.prop(rl, "use_pass_diffuse") row = col.row() row.prop(rl, "use_pass_specular") row.prop(rl, "exclude_specular", text="") row = col.row() row.prop(rl, "use_pass_shadow") row.prop(rl, "exclude_shadow", text="") row = col.row() row.prop(rl, "use_pass_emit") row.prop(rl, "exclude_emit", text="") row = col.row() row.prop(rl, "use_pass_ambient_occlusion") row.prop(rl, "exclude_ambient_occlusion", text="") row = col.row() row.prop(rl, "use_pass_environment") row.prop(rl, "exclude_environment", text="") row = col.row() row.prop(rl, "use_pass_indirect") row.prop(rl, "exclude_indirect", text="") row = col.row() row.prop(rl, "use_pass_reflection") row.prop(rl, "exclude_reflection", text="") row = col.row() row.prop(rl, "use_pass_refraction") row.prop(rl, "exclude_refraction", text="") class RENDER_PT_dimensions(RenderButtonsPanel, Panel): bl_label = "Dimensions" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render row = layout.row(align=True) row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label) row.operator("render.preset_add", text="", icon='ZOOMIN') row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True split = layout.split() col = split.column() sub = col.column(align=True) sub.label(text="Resolution:") sub.prop(rd, "resolution_x", text="X") sub.prop(rd, "resolution_y", text="Y") sub.prop(rd, "resolution_percentage", text="") sub.label(text="Aspect Ratio:") sub.prop(rd, "pixel_aspect_x", text="X") sub.prop(rd, "pixel_aspect_y", text="Y") row = col.row() row.prop(rd, "use_border", text="Border") sub = row.row() sub.active = rd.use_border sub.prop(rd, "use_crop_to_border", text="Crop") col = split.column() sub = col.column(align=True) sub.label(text="Frame Range:") sub.prop(scene, "frame_start") sub.prop(scene, "frame_end") sub.prop(scene, "frame_step") sub.label(text="Frame Rate:") if rd.fps_base == 1: fps_rate = round(rd.fps / rd.fps_base) else: fps_rate = round(rd.fps / rd.fps_base, 2) # TODO: Change the following to iterate over existing presets custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60}) if custom_framerate == True: fps_label_text = "Custom (" + str(fps_rate) + " fps)" else: fps_label_text = str(fps_rate) + " fps" sub.menu("RENDER_MT_framerate_presets", text=fps_label_text) if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"): sub.prop(rd, "fps") sub.prop(rd, "fps_base", text="/") subrow = sub.row(align=True) subrow.label(text="Time Remapping:") subrow = sub.row(align=True) subrow.prop(rd, "frame_map_old", text="Old") subrow.prop(rd, "frame_map_new", text="New") class RENDER_PT_antialiasing(RenderButtonsPanel, Panel): bl_label = "Anti-Aliasing" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_antialiasing", text="") def draw(self, context): layout = self.layout rd = context.scene.render layout.active = rd.use_antialiasing split = layout.split() col = split.column() col.row().prop(rd, "antialiasing_samples", expand=True) sub = col.row() sub.enabled = not rd.use_border sub.prop(rd, "use_full_sample") col = split.column() col.prop(rd, "pixel_filter_type", text="") col.prop(rd, "filter_size", text="Size") class RENDER_PT_motion_blur(RenderButtonsPanel, Panel): bl_label = "Sampled Motion Blur" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): rd = context.scene.render return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES) def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_motion_blur", text="") def draw(self, context): layout = self.layout rd = context.scene.render layout.active = rd.use_motion_blur row = layout.row() row.prop(rd, "motion_blur_samples") row.prop(rd, "motion_blur_shutter") class RENDER_PT_shading(RenderButtonsPanel, Panel): bl_label = "Shading" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout rd = context.scene.render split = layout.split() col = split.column() col.prop(rd, "use_textures", text="Textures") col.prop(rd, "use_shadows", text="Shadows") col.prop(rd, "use_sss", text="Subsurface Scattering") col.prop(rd, "use_envmaps", text="Environment Map") col = split.column() col.prop(rd, "use_raytrace", text="Ray Tracing") col.prop(rd, "use_color_management") sub = col.row() sub.active = rd.use_color_management == True sub.prop(rd, "use_color_unpremultiply") col.prop(rd, "alpha_mode", text="Alpha") class RENDER_PT_performance(RenderButtonsPanel, Panel): bl_label = "Performance" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout rd = context.scene.render split = layout.split() col = split.column() col.label(text="Threads:") col.row().prop(rd, "threads_mode", expand=True) sub = col.column() sub.enabled = rd.threads_mode == 'FIXED' sub.prop(rd, "threads") sub = col.column(align=True) sub.label(text="Tiles:") sub.prop(rd, "parts_x", text="X") sub.prop(rd, "parts_y", text="Y") col = split.column() col.label(text="Memory:") sub = col.column() sub.enabled = not (rd.use_border or rd.use_full_sample) sub.prop(rd, "use_save_buffers") sub = col.column() sub.active = rd.use_compositing sub.prop(rd, "use_free_image_textures") sub.prop(rd, "use_free_unused_nodes") sub = col.column() sub.active = rd.use_raytrace sub.label(text="Acceleration structure:") sub.prop(rd, "raytrace_method", text="") if rd.raytrace_method == 'OCTREE': sub.prop(rd, "octree_resolution", text="Resolution") else: sub.prop(rd, "use_instances", text="Instances") sub.prop(rd, "use_local_coords", text="Local Coordinates") class RENDER_PT_post_processing(RenderButtonsPanel, Panel): bl_label = "Post Processing" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} 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") split.prop(rd, "dither_intensity", text="Dither", slider=True) layout.separator() split = layout.split() col = split.column() col.prop(rd, "use_fields", text="Fields") sub = col.column() sub.active = rd.use_fields sub.row().prop(rd, "field_order", expand=True) sub.prop(rd, "use_fields_still", text="Still") col = split.column() col.prop(rd, "use_edge_enhance") sub = col.column() sub.active = rd.use_edge_enhance sub.prop(rd, "edge_threshold", text="Threshold", slider=True) sub.prop(rd, "edge_color", text="") class RENDER_PT_stamp(RenderButtonsPanel, Panel): bl_label = "Stamp" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_stamp", text="") def draw(self, context): layout = self.layout rd = context.scene.render layout.active = rd.use_stamp layout.prop(rd, "stamp_font_size", text="Font Size") row = layout.row() row.column().prop(rd, "stamp_foreground", slider=True) row.column().prop(rd, "stamp_background", slider=True) split = layout.split() col = split.column() col.prop(rd, "use_stamp_time", text="Time") col.prop(rd, "use_stamp_date", text="Date") col.prop(rd, "use_stamp_render_time", text="RenderTime") col.prop(rd, "use_stamp_frame", text="Frame") col.prop(rd, "use_stamp_scene", text="Scene") col = split.column() col.prop(rd, "use_stamp_camera", text="Camera") col.prop(rd, "use_stamp_lens", text="Lens") col.prop(rd, "use_stamp_filename", text="Filename") col.prop(rd, "use_stamp_marker", text="Marker") col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip") row = layout.split(percentage=0.2) row.prop(rd, "use_stamp_note", text="Note") sub = row.row() sub.active = rd.use_stamp_note sub.prop(rd, "stamp_note_text", text="") class RENDER_PT_output(RenderButtonsPanel, Panel): bl_label = "Output" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout rd = context.scene.render image_settings = rd.image_settings file_format = image_settings.file_format layout.prop(rd, "filepath", text="") flow = layout.column_flow() flow.prop(rd, "use_overwrite") flow.prop(rd, "use_placeholder") flow.prop(rd, "use_file_extension") layout.template_image_settings(image_settings) if file_format == 'QUICKTIME_CARBON': layout.operator("scene.render_data_set_quicktime_codec") elif file_format == 'QUICKTIME_QTKIT': quicktime = rd.quicktime split = layout.split() col = split.column() col.prop(quicktime, "codec_type", text="Video Codec") col.prop(quicktime, "codec_spatial_quality", text="Quality") # Audio col.prop(quicktime, "audiocodec_type", text="Audio Codec") if quicktime.audiocodec_type != 'No audio': split = layout.split() if quicktime.audiocodec_type == 'LPCM': split.prop(quicktime, "audio_bitdepth", text="") split.prop(quicktime, "audio_samplerate", text="") split = layout.split() col = split.column() if quicktime.audiocodec_type == 'AAC': col.prop(quicktime, "audio_bitrate") subsplit = split.split() col = subsplit.column() if quicktime.audiocodec_type == 'AAC': col.prop(quicktime, "audio_codec_isvbr") col = subsplit.column() col.prop(quicktime, "audio_resampling_hq") class RENDER_PT_encoding(RenderButtonsPanel, Panel): bl_label = "Encoding" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): rd = context.scene.render return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'} def draw(self, context): layout = self.layout rd = context.scene.render ffmpeg = rd.ffmpeg layout.menu("RENDER_MT_ffmpeg_presets", text="Presets") split = layout.split() split.prop(rd.ffmpeg, "format") if ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}: split.prop(ffmpeg, "codec") elif rd.ffmpeg.format == 'H264': split.prop(ffmpeg, "use_lossless_output") else: split.label() row = layout.row() row.prop(ffmpeg, "video_bitrate") row.prop(ffmpeg, "gopsize") split = layout.split() col = split.column() col.label(text="Rate:") col.prop(ffmpeg, "minrate", text="Minimum") col.prop(ffmpeg, "maxrate", text="Maximum") col.prop(ffmpeg, "buffersize", text="Buffer") col = split.column() col.prop(ffmpeg, "use_autosplit") col.label(text="Mux:") col.prop(ffmpeg, "muxrate", text="Rate") col.prop(ffmpeg, "packetsize", text="Packet Size") layout.separator() # Audio: if ffmpeg.format != 'MP3': layout.prop(ffmpeg, "audio_codec", text="Audio Codec") row = layout.row() row.prop(ffmpeg, "audio_bitrate") row.prop(ffmpeg, "audio_volume", slider=True) class RENDER_PT_bake(RenderButtonsPanel, Panel): bl_label = "Bake" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout rd = context.scene.render layout.operator("object.bake_image", icon='RENDER_STILL') layout.prop(rd, "bake_type") multires_bake = False if rd.bake_type in ['NORMALS', 'DISPLACEMENT']: layout.prop(rd, "use_bake_multires") multires_bake = rd.use_bake_multires if not multires_bake: if rd.bake_type == 'NORMALS': layout.prop(rd, "bake_normal_space") elif rd.bake_type in {'DISPLACEMENT', 'AO'}: layout.prop(rd, "use_bake_normalize") # col.prop(rd, "bake_aa_mode") # col.prop(rd, "use_bake_antialiasing") layout.separator() split = layout.split() col = split.column() col.prop(rd, "use_bake_clear") col.prop(rd, "bake_margin") col.prop(rd, "bake_quad_split", text="Split") col = split.column() col.prop(rd, "use_bake_selected_to_active") sub = col.column() sub.active = rd.use_bake_selected_to_active sub.prop(rd, "bake_distance") sub.prop(rd, "bake_bias") else: if rd.bake_type == 'DISPLACEMENT': layout.prop(rd, "use_bake_lores_mesh") layout.prop(rd, "use_bake_clear") layout.prop(rd, "bake_margin") if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)