# ##### 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 bl_operators.presets import PresetMenu class RENDER_PT_presets(PresetMenu): bl_label = "Render Presets" preset_subdir = "render" preset_operator = "script.execute_preset" preset_add_operator = "render.preset_add" class RENDER_PT_ffmpeg_presets(PresetMenu): bl_label = "FFMPEG Presets" preset_subdir = "ffmpeg" preset_operator = "script.python_file_run" 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): return (context.engine in cls.COMPAT_ENGINES) class RENDER_PT_context(Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "render" bl_options = {'HIDE_HEADER'} bl_label = "" @classmethod def poll(cls, context): return context.scene def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False scene = context.scene rd = scene.render if rd.has_multiple_engines: layout.prop(rd, "engine", text="Render Engine") class RENDER_PT_dimensions(RenderButtonsPanel, Panel): bl_label = "Dimensions" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} _frame_rate_args_prev = None _preset_class = None def draw_header_preset(self, context): RENDER_PT_presets.draw_panel_header(self.layout) @staticmethod def _draw_framerate_label(*args): # avoids re-creating text string each draw if RENDER_PT_dimensions._frame_rate_args_prev == args: return RENDER_PT_dimensions._frame_rate_ret fps, fps_base, preset_label = args if fps_base == 1.0: fps_rate = round(fps) else: fps_rate = round(fps / 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 is True: fps_label_text = f"Custom ({fps_rate!r} fps)" show_framerate = True else: fps_label_text = f"{fps_rate!r} fps" show_framerate = (preset_label == "Custom") RENDER_PT_dimensions._frame_rate_args_prev = args RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate) return args @staticmethod def draw_framerate(sub, rd): if RENDER_PT_dimensions._preset_class is None: RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args) sub.menu("RENDER_MT_framerate_presets", text=fps_label_text) if show_framerate: sub.prop(rd, "fps") sub.prop(rd, "fps_base", text="/") def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. scene = context.scene rd = scene.render col = layout.column(align=True) col.prop(rd, "resolution_x", text="Resolution X") col.prop(rd, "resolution_y", text="Y") col.prop(rd, "resolution_percentage", text="%") col = layout.column(align=True) col.prop(rd, "pixel_aspect_x", text="Aspect X") col.prop(rd, "pixel_aspect_y", text="Y") col = layout.column(align=True) col.prop(rd, "use_border", text="Border") sub = col.column(align=True) sub.active = rd.use_border sub.prop(rd, "use_crop_to_border", text="Crop") col = layout.column(align=True) col.prop(scene, "frame_start", text="Frame Start") col.prop(scene, "frame_end", text="End") col.prop(scene, "frame_step", text="Step") col = layout.split(percentage=0.5) col.alignment = 'RIGHT' col.label(text="Frame Rate") self.draw_framerate(col, rd) class RENDER_PT_frame_remapping(RenderButtonsPanel, Panel): bl_label = "Time Remapping" bl_parent_id = "RENDER_PT_dimensions" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. rd = context.scene.render col = layout.column(align=True) col.prop(rd, "frame_map_old", text="Old") col.prop(rd, "frame_map_new", text="New") class RENDER_PT_post_processing(RenderButtonsPanel, Panel): bl_label = "Post Processing" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True rd = context.scene.render col = layout.column(align=True) col.prop(rd, "use_compositing") col.prop(rd, "use_sequencer") col.prop(rd, "dither_intensity", text="Dither", slider=True) class RENDER_PT_stamp(RenderButtonsPanel, Panel): bl_label = "Metadata" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. rd = context.scene.render split = layout.split() col = split.column(align=True) 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.prop(rd, "use_stamp_memory", text="Memory") col = split.column(align=True) 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_frame_range", text="Frame range") col.prop(rd, "use_stamp_marker", text="Marker") col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip") if rd.use_sequencer: col.prop(rd, "use_stamp_strip_meta", text="Sequence Strip") row = layout.split(percentage=0.3) 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_stamp_burn(RenderButtonsPanel, Panel): bl_label = "Burn Into Image" bl_parent_id = "RENDER_PT_stamp" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} 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.use_property_split = True col = layout.column() col.active = rd.use_stamp col.prop(rd, "stamp_font_size", text="Font Size") col.prop(rd, "use_stamp_labels", text="Draw Labels") col.column().prop(rd, "stamp_foreground", slider=True) col.column().prop(rd, "stamp_background", slider=True) class RENDER_PT_output(RenderButtonsPanel, Panel): bl_label = "Output" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = False layout.use_property_decorate = False # No animation. rd = context.scene.render image_settings = rd.image_settings file_format = image_settings.file_format layout.prop(rd, "filepath", text="") layout.use_property_split = True col = layout.column(align=True) sub = col.column(align=True) sub.active = not rd.is_movie_format sub.prop(rd, "use_overwrite") sub.prop(rd, "use_placeholder") col.prop(rd, "use_file_extension") col.prop(rd, "use_render_cache") layout.use_property_split = False layout.template_image_settings(image_settings, color_management=False) if rd.use_multiview: layout.template_image_views(image_settings) class RENDER_PT_encoding(RenderButtonsPanel, Panel): bl_label = "Encoding" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header_preset(self, context): RENDER_PT_ffmpeg_presets.draw_panel_header(self.layout) @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 split = layout.split() split.prop(rd.ffmpeg, "format") split.prop(ffmpeg, "use_autosplit") # Video: layout.separator() self.draw_vcodec(context) # Audio: layout.separator() if ffmpeg.format != 'MP3': layout.prop(ffmpeg, "audio_codec", text="Audio Codec") if ffmpeg.audio_codec != 'NONE': row = layout.row() row.prop(ffmpeg, "audio_bitrate") row.prop(ffmpeg, "audio_volume", slider=True) def draw_vcodec(self, context): """Video codec options.""" layout = self.layout ffmpeg = context.scene.render.ffmpeg needs_codec = ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG', 'MPEG4'} if needs_codec: layout.prop(ffmpeg, "codec") if needs_codec and ffmpeg.codec == 'NONE': return if ffmpeg.codec in {'DNXHD'}: layout.prop(ffmpeg, "use_lossless_output") # Output quality use_crf = needs_codec and ffmpeg.codec in {'H264', 'MPEG4', 'WEBM'} if use_crf: layout.prop(ffmpeg, "constant_rate_factor") # Encoding speed layout.prop(ffmpeg, "ffmpeg_preset") # I-frames layout.prop(ffmpeg, "gopsize") # B-Frames row = layout.row() row.prop(ffmpeg, "use_max_b_frames", text="Max B-frames") pbox = row.split() pbox.prop(ffmpeg, "max_b_frames", text="") pbox.enabled = ffmpeg.use_max_b_frames if not use_crf or ffmpeg.constant_rate_factor == 'NONE': split = layout.split() col = split.column() col.label(text="Rate:") col.prop(ffmpeg, "video_bitrate") col.prop(ffmpeg, "minrate", text="Minimum") col.prop(ffmpeg, "maxrate", text="Maximum") col.prop(ffmpeg, "buffersize", text="Buffer") col = split.column() col.label(text="Mux:") col.prop(ffmpeg, "muxrate", text="Rate") col.prop(ffmpeg, "packetsize", text="Packet Size") class RENDER_UL_renderviews(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): view = item if self.layout_type in {'DEFAULT', 'COMPACT'}: if view.name in {"left", "right"}: layout.label(view.name, icon_value=icon + (not view.use)) else: layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False) layout.prop(view, "use", text="", index=index) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label("", icon_value=icon + (not view.use)) class RENDER_PT_stereoscopy(RenderButtonsPanel, Panel): bl_label = "Stereoscopy" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): rd = context.scene.render self.layout.prop(rd, "use_multiview", text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render rv = rd.views.active layout.active = rd.use_multiview basic_stereo = rd.views_format == 'STEREO_3D' row = layout.row() row.prop(rd, "views_format", expand=True) if basic_stereo: row = layout.row() row.template_list("RENDER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2) row = layout.row() row.label(text="File Suffix:") row.prop(rv, "file_suffix", text="") else: row = layout.row() row.template_list("RENDER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2) col = row.column(align=True) col.operator("scene.render_view_add", icon='ZOOMIN', text="") col.operator("scene.render_view_remove", icon='ZOOMOUT', text="") row = layout.row() row.label(text="Camera Suffix:") row.prop(rv, "camera_suffix", text="") class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel): bl_label = "Ambient Occlusion" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_gtao", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_gtao col = layout.column() col.prop(props, "use_gtao_bent_normals") col.prop(props, "use_gtao_bounce") col.prop(props, "gtao_distance") col.prop(props, "gtao_factor") col.prop(props, "gtao_quality") class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel): bl_label = "Motion Blur" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_motion_blur", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_motion_blur col = layout.column() col.prop(props, "motion_blur_samples") col.prop(props, "motion_blur_shutter") class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel): bl_label = "Depth of Field" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_dof", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_dof col = layout.column() col.prop(props, "bokeh_max_size") col.prop(props, "bokeh_threshold") class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel): bl_label = "Bloom" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_bloom", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_bloom col = layout.column() col.prop(props, "bloom_threshold") col.prop(props, "bloom_knee") col.prop(props, "bloom_radius") col.prop(props, "bloom_color") col.prop(props, "bloom_intensity") col.prop(props, "bloom_clamp") class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel): bl_label = "Volumetric" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_volumetric", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_volumetric col = layout.column() sub = col.column(align=True) sub.prop(props, "volumetric_start") sub.prop(props, "volumetric_end") col.prop(props, "volumetric_tile_size") col.separator() col.prop(props, "volumetric_samples") sub.prop(props, "volumetric_sample_distribution") col.separator() col.prop(props, "use_volumetric_lights") sub = col.column() sub.active = props.use_volumetric_lights sub.prop(props, "volumetric_light_clamp", text="Light Clamping") col.separator() col.prop(props, "use_volumetric_shadows") sub = col.column() sub.active = props.use_volumetric_shadows sub.prop(props, "volumetric_shadow_samples", text="Shadow Samples") col.separator() col.prop(props, "use_volumetric_colored_transmittance") class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel): bl_label = "Subsurface Scattering" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_sss", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee layout.active = props.use_sss col = layout.column() col.prop(props, "sss_samples") col.prop(props, "sss_jitter_threshold") col.prop(props, "use_sss_separate_albedo") class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel): bl_label = "Screen Space Reflections" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw_header(self, context): scene = context.scene props = scene.eevee self.layout.prop(props, "use_ssr", text="") def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee col = layout.column() col.active = props.use_ssr col.prop(props, "use_ssr_refraction", text="Refraction") col.prop(props, "use_ssr_halfres") col.prop(props, "ssr_quality") col.prop(props, "ssr_max_roughness") col.prop(props, "ssr_thickness") col.prop(props, "ssr_border_fade") col.prop(props, "ssr_firefly_fac") class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel): bl_label = "Shadows" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene props = scene.eevee col = layout.column() col.prop(props, "shadow_method") col.prop(props, "shadow_cube_size", text="Cube Size") col.prop(props, "shadow_cascade_size", text="Cascade Size") col.prop(props, "use_shadow_high_bitdepth") class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel): bl_label = "Sampling" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. scene = context.scene props = scene.eevee col = layout.column() col.prop(props, "taa_samples") col.prop(props, "taa_render_samples") col.prop(props, "use_taa_reprojection") class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel): bl_label = "Indirect Lighting" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # No animation. scene = context.scene props = scene.eevee col = layout.column() col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL') col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = "CUBEMAPS" col.operator("scene.light_cache_free", text="Free Lighting Cache") cache_info = scene.eevee.gi_cache_info if cache_info: col.label(text=cache_info) col.prop(props, "gi_auto_bake") col.prop(props, "gi_diffuse_bounces") col.prop(props, "gi_cubemap_resolution") col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion") layout.use_property_split = False row = layout.split(percentage=0.5) row.alignment = 'RIGHT' row.label("Cubemap Display") sub = row.row(align=True) sub.prop(props, "gi_cubemap_draw_size", text="Size") if props.gi_show_cubemaps : sub.prop(props, "gi_show_cubemaps", text="", toggle=True, icon='HIDE_OFF') else: sub.prop(props, "gi_show_cubemaps", text="", toggle=True, icon='HIDE_ON') row = layout.split(percentage=0.5) row.alignment = 'RIGHT' row.label("Irradiance Display") sub = row.row(align=True) sub.prop(props, "gi_irradiance_draw_size", text="Size") if props.gi_show_irradiance : sub.prop(props, "gi_show_irradiance", text="", toggle=True, icon='HIDE_OFF') else: sub.prop(props, "gi_show_irradiance", text="", toggle=True, icon='HIDE_ON') class RENDER_PT_eevee_film(RenderButtonsPanel, Panel): bl_label = "Film" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene rd = scene.render col = layout.column() col.prop(rd, "filter_size") col.prop(rd, "alpha_mode", text="Alpha") class RENDER_PT_hair(RenderButtonsPanel, Panel): bl_label = "Hair" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout scene = context.scene rd = scene.render row = layout.row() row.prop(rd, "hair_type", expand=True) layout.use_property_split = True layout.prop(rd, "hair_subdiv") classes = ( RENDER_PT_presets, RENDER_PT_ffmpeg_presets, RENDER_MT_framerate_presets, RENDER_PT_context, RENDER_PT_dimensions, RENDER_PT_frame_remapping, RENDER_PT_post_processing, RENDER_PT_output, RENDER_PT_encoding, RENDER_PT_stamp, RENDER_PT_stamp_burn, RENDER_UL_renderviews, RENDER_PT_stereoscopy, RENDER_PT_hair, RENDER_PT_eevee_sampling, RENDER_PT_eevee_film, RENDER_PT_eevee_shadows, RENDER_PT_eevee_indirect_lighting, RENDER_PT_eevee_subsurface_scattering, RENDER_PT_eevee_screen_space_reflections, RENDER_PT_eevee_ambient_occlusion, RENDER_PT_eevee_volumetric, RENDER_PT_eevee_motion_blur, RENDER_PT_eevee_depth_of_field, RENDER_PT_eevee_bloom, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)