# ##### 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 bpy.types import ( Brush, FreestyleLineStyle, Lamp, Material, Object, ParticleSettings, Texture, World, ) from rna_prop_ui import PropertyPanel from bl_ui.properties_paint_common import brush_texture_settings class TEXTURE_MT_specials(Menu): bl_label = "Texture Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("texture.slot_copy", icon='COPYDOWN') layout.operator("texture.slot_paste", icon='PASTEDOWN') class TEXTURE_MT_envmap_specials(Menu): bl_label = "Environment Map Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("texture.envmap_save", icon='IMAGEFILE') layout.operator("texture.envmap_clear", icon='FILE_REFRESH') layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH') class TEXTURE_UL_texslots(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): # assert(isinstance(item, bpy.types.MaterialTextureSlot) ma = data slot = item tex = slot.texture if slot else None if self.layout_type in {'DEFAULT', 'COMPACT'}: if tex: layout.prop(tex, "name", text="", emboss=False, icon_value=icon) else: layout.label(text="", icon_value=icon) if tex and isinstance(item, bpy.types.MaterialTextureSlot): layout.prop(ma, "use_textures", text="", index=index) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) from bl_ui.properties_material import active_node_mat def context_tex_datablock(context): idblock = context.material if idblock: return active_node_mat(idblock) idblock = context.lamp if idblock: return idblock idblock = context.world if idblock: return idblock idblock = context.brush if idblock: return idblock idblock = context.line_style if idblock: return idblock if context.particle_system: idblock = context.particle_system.settings return idblock def id_tex_datablock(bid): if isinstance(bid, Object): if bid.type == 'LAMP': return bid.data return bid.active_material return bid class TextureButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "texture" @classmethod def poll(cls, context): tex = context.texture return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES) class TEXTURE_PT_context_texture(TextureButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.engine # if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")): # return False return ((context.material or context.world or context.lamp or context.texture or context.line_style or context.particle_system or isinstance(context.space_data.pin_id, ParticleSettings) or context.texture_user) and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout slot = getattr(context, "texture_slot", None) node = getattr(context, "texture_node", None) space = context.space_data tex = context.texture idblock = context_tex_datablock(context) pin_id = space.pin_id space.use_limited_texture_context = True if space.use_pin_id and not isinstance(pin_id, Texture): idblock = id_tex_datablock(pin_id) pin_id = None if not space.use_pin_id: layout.row().prop(space, "texture_context", expand=True) pin_id = None if space.texture_context == 'OTHER': if not pin_id: layout.template_texture_user() user = context.texture_user if user or pin_id: layout.separator() row = layout.row() if pin_id: row.template_ID(space, "pin_id") else: propname = context.texture_user_property.identifier row.template_ID(user, propname, new="texture.new") if tex: split = layout.split(percentage=0.2) if tex.use_nodes: if slot: split.label(text="Output:") split.prop(slot, "output_node", text="") else: split.label(text="Type:") split.prop(tex, "type", text="") return tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, Brush)) if tex_collection: row = layout.row() row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots", idblock, "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_specials", icon='DOWNARROW_HLT', text="") if tex_collection: layout.template_ID(idblock, "active_texture", new="texture.new") elif node: layout.template_ID(node, "texture", new="texture.new") elif idblock: layout.template_ID(idblock, "texture", new="texture.new") if pin_id: layout.template_ID(space, "pin_id") if tex: split = layout.split(percentage=0.2) if tex.use_nodes: if slot: split.label(text="Output:") split.prop(slot, "output_node", text="") else: split.label(text="Type:") split.prop(tex, "type", text="") class TEXTURE_PT_preview(TextureButtonsPanel, Panel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture slot = getattr(context, "texture_slot", None) idblock = context_tex_datablock(context) if idblock: layout.template_preview(tex, parent=idblock, slot=slot) else: layout.template_preview(tex, slot=slot) # Show Alpha Button for Brush Textures, see #29502 if context.space_data.texture_context == 'BRUSH': layout.prop(tex, "use_preview_alpha") class TEXTURE_PT_colors(TextureButtonsPanel, Panel): bl_label = "Colors" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.prop(tex, "use_color_ramp", text="Ramp") if tex.use_color_ramp: layout.template_color_ramp(tex, "color_ramp", expand=True) split = layout.split() col = split.column() col.label(text="RGB Multiply:") sub = col.column(align=True) sub.prop(tex, "factor_red", text="R") sub.prop(tex, "factor_green", text="G") sub.prop(tex, "factor_blue", text="B") col = split.column() col.label(text="Adjust:") col.prop(tex, "intensity") col.prop(tex, "contrast") col.prop(tex, "saturation") col = layout.column() col.prop(tex, "use_clamp", text="Clamp") # Texture Slot Panels # class TextureSlotPanel(TextureButtonsPanel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): if not hasattr(context, "texture_slot"): return False engine = context.scene.render.engine return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES) # Texture Type Panels # class TextureTypePanel(TextureButtonsPanel): @classmethod def poll(cls, context): tex = context.texture engine = context.scene.render.engine return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES)) class TEXTURE_PT_clouds(TextureTypePanel, Panel): bl_label = "Clouds" tex_type = 'CLOUDS' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.row().prop(tex, "cloud_type", expand=True) layout.label(text="Noise:") layout.row().prop(tex, "noise_type", text="Type", expand=True) layout.prop(tex, "noise_basis", text="Basis") split = layout.split() col = split.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "noise_depth", text="Depth") split.prop(tex, "nabla", text="Nabla") class TEXTURE_PT_wood(TextureTypePanel, Panel): bl_label = "Wood" tex_type = 'WOOD' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.row().prop(tex, "noise_basis_2", expand=True) layout.row().prop(tex, "wood_type", expand=True) col = layout.column() col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} col.label(text="Noise:") col.row().prop(tex, "noise_type", text="Type", expand=True) layout.prop(tex, "noise_basis", text="Basis") split = layout.split() split.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} col = split.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "turbulence") split.prop(tex, "nabla") class TEXTURE_PT_marble(TextureTypePanel, Panel): bl_label = "Marble" tex_type = 'MARBLE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.row().prop(tex, "marble_type", expand=True) layout.row().prop(tex, "noise_basis_2", expand=True) layout.label(text="Noise:") layout.row().prop(tex, "noise_type", text="Type", expand=True) layout.prop(tex, "noise_basis", text="Basis") split = layout.split() col = split.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "noise_depth", text="Depth") col = split.column() col.prop(tex, "turbulence") col.prop(tex, "nabla") class TEXTURE_PT_magic(TextureTypePanel, Panel): bl_label = "Magic" tex_type = 'MAGIC' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture row = layout.row() row.prop(tex, "noise_depth", text="Depth") row.prop(tex, "turbulence") class TEXTURE_PT_blend(TextureTypePanel, Panel): bl_label = "Blend" tex_type = 'BLEND' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.prop(tex, "progression") sub = layout.row() sub.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'}) sub.prop(tex, "use_flip_axis", expand=True) class TEXTURE_PT_stucci(TextureTypePanel, Panel): bl_label = "Stucci" tex_type = 'STUCCI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.row().prop(tex, "stucci_type", expand=True) layout.label(text="Noise:") layout.row().prop(tex, "noise_type", text="Type", expand=True) layout.prop(tex, "noise_basis", text="Basis") row = layout.row() row.prop(tex, "noise_scale", text="Size") row.prop(tex, "turbulence") class TEXTURE_PT_image(TextureTypePanel, Panel): bl_label = "Image" tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.template_image(tex, "image", tex.image_user) def texture_filter_common(tex, layout): layout.label(text="Filter:") layout.prop(tex, "filter_type", text="") if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}: if tex.filter_type == 'FELINE': layout.prop(tex, "filter_probes", text="Probes") else: layout.prop(tex, "filter_eccentricity", text="Eccentricity") layout.prop(tex, "filter_size") layout.prop(tex, "use_filter_size_min") class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): bl_label = "Image Sampling" bl_options = {'DEFAULT_CLOSED'} tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): if context.scene.render.engine == 'BLENDER_GAME': self.draw_bge(context) else: self.draw_bi(context) def draw_bi(self, context): layout = self.layout idblock = context_tex_datablock(context) tex = context.texture slot = getattr(context, "texture_slot", None) split = layout.split() col = split.column() col.label(text="Alpha:") row = col.row() row.active = bool(tex.image and tex.image.use_alpha) row.prop(tex, "use_alpha", text="Use") col.prop(tex, "use_calculate_alpha", text="Calculate") col.prop(tex, "invert_alpha", text="Invert") col.separator() col.prop(tex, "use_flip_axis", text="Flip X/Y Axis") col = split.column() # Only for Material based textures, not for Lamp/World... if slot and isinstance(idblock, Material): col.prop(tex, "use_normal_map") row = col.row() row.active = tex.use_normal_map row.prop(slot, "normal_map_space", text="") row = col.row() row.active = not tex.use_normal_map row.prop(tex, "use_derivative_map") col.prop(tex, "use_mipmap") row = col.row() row.active = tex.use_mipmap row.prop(tex, "use_mipmap_gauss") col.prop(tex, "use_interpolation") texture_filter_common(tex, col) def draw_bge(self, context): layout = self.layout idblock = context_tex_datablock(context) tex = context.texture slot = getattr(context, "texture_slot", None) split = layout.split() col = split.column() col.label(text="Alpha:") col.prop(tex, "use_calculate_alpha", text="Calculate") col.prop(tex, "invert_alpha", text="Invert") col = split.column() # Only for Material based textures, not for Lamp/World... if slot and isinstance(idblock, Material): col.prop(tex, "use_normal_map") row = col.row() row.active = tex.use_normal_map row.prop(slot, "normal_map_space", text="") row = col.row() row.active = not tex.use_normal_map row.prop(tex, "use_derivative_map") class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): bl_label = "Image Mapping" bl_options = {'DEFAULT_CLOSED'} tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.prop(tex, "extension") split = layout.split() if tex.extension == 'REPEAT': col = split.column(align=True) col.label(text="Repeat:") col.prop(tex, "repeat_x", text="X") col.prop(tex, "repeat_y", text="Y") col = split.column(align=True) col.label(text="Mirror:") row = col.row(align=True) row.prop(tex, "use_mirror_x", text="X") row.active = (tex.repeat_x > 1) row = col.row(align=True) row.prop(tex, "use_mirror_y", text="Y") row.active = (tex.repeat_y > 1) layout.separator() elif tex.extension == 'CHECKER': col = split.column(align=True) row = col.row(align=True) row.prop(tex, "use_checker_even", text="Even") row.prop(tex, "use_checker_odd", text="Odd") col = split.column() col.prop(tex, "checker_distance", text="Distance") layout.separator() split = layout.split() col = split.column(align=True) # col.prop(tex, "crop_rectangle") col.label(text="Crop Minimum:") col.prop(tex, "crop_min_x", text="X") col.prop(tex, "crop_min_y", text="Y") col = split.column(align=True) col.label(text="Crop Maximum:") col.prop(tex, "crop_max_x", text="X") col.prop(tex, "crop_max_y", text="Y") class TEXTURE_PT_envmap(TextureTypePanel, Panel): bl_label = "Environment Map" tex_type = 'ENVIRONMENT_MAP' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture env = tex.environment_map row = layout.row() row.prop(env, "source", expand=True) row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="") if env.source == 'IMAGE_FILE': layout.template_ID(tex, "image", open="image.open") layout.template_image(tex, "image", tex.image_user, compact=True) else: layout.prop(env, "mapping") if env.mapping == 'PLANE': layout.prop(env, "zoom") layout.prop(env, "viewpoint_object") split = layout.split() col = split.column() col.prop(env, "layers_ignore") col.prop(env, "resolution") col.prop(env, "depth") col = split.column(align=True) col.label(text="Clipping:") col.prop(env, "clip_start", text="Start") col.prop(env, "clip_end", text="End") class TEXTURE_PT_envmap_sampling(TextureTypePanel, Panel): bl_label = "Environment Map Sampling" bl_options = {'DEFAULT_CLOSED'} tex_type = 'ENVIRONMENT_MAP' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture texture_filter_common(tex, layout) class TEXTURE_PT_musgrave(TextureTypePanel, Panel): bl_label = "Musgrave" tex_type = 'MUSGRAVE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.prop(tex, "musgrave_type") split = layout.split() col = split.column() col.prop(tex, "dimension_max", text="Dimension") col.prop(tex, "lacunarity") col.prop(tex, "octaves") musgrave_type = tex.musgrave_type col = split.column() if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}: col.prop(tex, "offset") col.prop(tex, "noise_intensity", text="Intensity") if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}: col.prop(tex, "gain") layout.label(text="Noise:") layout.prop(tex, "noise_basis", text="Basis") row = layout.row() row.prop(tex, "noise_scale", text="Size") row.prop(tex, "nabla") class TEXTURE_PT_voronoi(TextureTypePanel, Panel): bl_label = "Voronoi" tex_type = 'VORONOI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture split = layout.split() col = split.column() col.label(text="Distance Metric:") col.prop(tex, "distance_metric", text="") sub = col.column() sub.active = tex.distance_metric == 'MINKOVSKY' sub.prop(tex, "minkovsky_exponent", text="Exponent") col.label(text="Coloring:") col.prop(tex, "color_mode", text="") col.prop(tex, "noise_intensity", text="Intensity") col = split.column() sub = col.column(align=True) sub.label(text="Feature Weights:") sub.prop(tex, "weight_1", text="1", slider=True) sub.prop(tex, "weight_2", text="2", slider=True) sub.prop(tex, "weight_3", text="3", slider=True) sub.prop(tex, "weight_4", text="4", slider=True) layout.label(text="Noise:") row = layout.row() row.prop(tex, "noise_scale", text="Size") row.prop(tex, "nabla") class TEXTURE_PT_distortednoise(TextureTypePanel, Panel): bl_label = "Distorted Noise" tex_type = 'DISTORTED_NOISE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.prop(tex, "noise_distortion") layout.prop(tex, "noise_basis", text="Basis") split = layout.split() col = split.column() col.prop(tex, "distortion", text="Distortion") col.prop(tex, "noise_scale", text="Size") split.prop(tex, "nabla") class TEXTURE_PT_voxeldata(TextureButtonsPanel, Panel): bl_label = "Voxel Data" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): tex = context.texture engine = context.scene.render.engine return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout tex = context.texture vd = tex.voxel_data layout.prop(vd, "file_format") if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: layout.prop(vd, "filepath") if vd.file_format == 'RAW_8BIT': layout.prop(vd, "resolution") elif vd.file_format == 'SMOKE': layout.prop(vd, "domain_object") layout.prop(vd, "smoke_data_type") elif vd.file_format == 'HAIR': layout.prop(vd, "domain_object") layout.prop(vd, "hair_data_type") elif vd.file_format == 'IMAGE_SEQUENCE': layout.template_ID(tex, "image", open="image.open") layout.template_image(tex, "image", tex.image_user, compact=True) # layout.prop(vd, "frame_duration") if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: layout.prop(vd, "use_still_frame") row = layout.row() row.active = vd.use_still_frame row.prop(vd, "still_frame") layout.prop(vd, "interpolation") layout.prop(vd, "extension") layout.prop(vd, "intensity") class TEXTURE_PT_pointdensity(TextureButtonsPanel, Panel): bl_label = "Point Density" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): tex = context.texture engine = context.scene.render.engine return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout tex = context.texture pd = tex.point_density layout.row().prop(pd, "point_source", expand=True) split = layout.split() col = split.column() if pd.point_source == 'PARTICLE_SYSTEM': col.label(text="Object:") col.prop(pd, "object", text="") sub = col.column() sub.enabled = bool(pd.object) if pd.object: sub.label(text="System:") sub.prop_search(pd, "particle_system", pd.object, "particle_systems", text="") sub.label(text="Cache:") sub.prop(pd, "particle_cache_space", text="") else: col.label(text="Object:") col.prop(pd, "object", text="") col.label(text="Cache:") col.prop(pd, "vertex_cache_space", text="") col.separator() col.label(text="Color Source:") if pd.point_source == 'PARTICLE_SYSTEM': col.prop(pd, "particle_color_source", text="") if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}: col.prop(pd, "speed_scale") if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_AGE'}: layout.template_color_ramp(pd, "color_ramp", expand=True) else: col.prop(pd, "vertex_color_source", text="") if pd.vertex_color_source == 'VERTEX_COLOR': if pd.object and pd.object.data: col.prop_search(pd, "vertex_attribute_name", pd.object.data, "vertex_colors", text="") if pd.vertex_color_source == 'VERTEX_WEIGHT': if pd.object: col.prop_search(pd, "vertex_attribute_name", pd.object, "vertex_groups", text="") layout.template_color_ramp(pd, "color_ramp", expand=True) col = split.column() col.label() col.prop(pd, "radius") col.label(text="Falloff:") col.prop(pd, "falloff", text="") if pd.falloff == 'SOFT': col.prop(pd, "falloff_soft") if pd.falloff == 'PARTICLE_VELOCITY': col.prop(pd, "falloff_speed_scale") col.prop(pd, "use_falloff_curve") if pd.use_falloff_curve: col = layout.column() col.label(text="Falloff Curve") col.template_curve_mapping(pd, "falloff_curve", brush=False) class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, Panel): bl_label = "Turbulence" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): tex = context.texture engine = context.scene.render.engine return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) def draw_header(self, context): pd = context.texture.point_density self.layout.prop(pd, "use_turbulence", text="") def draw(self, context): layout = self.layout tex = context.texture pd = tex.point_density layout.active = pd.use_turbulence split = layout.split() col = split.column() col.label(text="Influence:") col.prop(pd, "turbulence_influence", text="") col.label(text="Noise Basis:") col.prop(pd, "noise_basis", text="") col = split.column() col.label() col.prop(pd, "turbulence_scale") col.prop(pd, "turbulence_depth") col.prop(pd, "turbulence_strength") class TEXTURE_PT_ocean(TextureTypePanel, Panel): bl_label = "Ocean" tex_type = 'OCEAN' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture ot = tex.ocean col = layout.column() col.prop(ot, "ocean_object") col.prop(ot, "output") class TEXTURE_PT_mapping(TextureSlotPanel, Panel): bl_label = "Mapping" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): idblock = context_tex_datablock(context) if isinstance(idblock, Brush) and not context.sculpt_object: return False if not getattr(context, "texture_slot", None): return False engine = context.scene.render.engine return (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout idblock = context_tex_datablock(context) tex = context.texture_slot if not isinstance(idblock, Brush): split = layout.split(percentage=0.3) col = split.column() col.label(text="Coordinates:") col = split.column() col.prop(tex, "texture_coords", text="") if tex.texture_coords == 'ORCO': """ ob = context.object if ob and ob.type == 'MESH': split = layout.split(percentage=0.3) split.label(text="Mesh:") split.prop(ob.data, "texco_mesh", text="") """ elif tex.texture_coords == 'UV': split = layout.split(percentage=0.3) split.label(text="Map:") ob = context.object if ob and ob.type == 'MESH': split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="") else: split.prop(tex, "uv_layer", text="") elif tex.texture_coords == 'OBJECT': split = layout.split(percentage=0.3) split.label(text="Object:") split.prop(tex, "object", text="") elif tex.texture_coords == 'ALONG_STROKE': split = layout.split(percentage=0.3) split.label(text="Use Tips:") split.prop(tex, "use_tips", text="") if isinstance(idblock, Brush): if context.sculpt_object or context.image_paint_object: brush_texture_settings(layout, idblock, context.sculpt_object) else: if isinstance(idblock, FreestyleLineStyle): split = layout.split(percentage=0.3) split.label(text="Projection:") split.prop(tex, "mapping", text="") split = layout.split(percentage=0.3) split.separator() row = split.row() row.prop(tex, "mapping_x", text="") row.prop(tex, "mapping_y", text="") row.prop(tex, "mapping_z", text="") elif isinstance(idblock, Material): split = layout.split(percentage=0.3) split.label(text="Projection:") split.prop(tex, "mapping", text="") split = layout.split() col = split.column() if tex.texture_coords in {'ORCO', 'UV'}: col.prop(tex, "use_from_dupli") if (idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO'): col.prop(tex, "use_map_to_bounds") elif tex.texture_coords == 'OBJECT': col.prop(tex, "use_from_original") if (idblock.type == 'VOLUME'): col.prop(tex, "use_map_to_bounds") else: col.label() col = split.column() row = col.row() row.prop(tex, "mapping_x", text="") row.prop(tex, "mapping_y", text="") row.prop(tex, "mapping_z", text="") row = layout.row() row.column().prop(tex, "offset") row.column().prop(tex, "scale") class TEXTURE_PT_influence(TextureSlotPanel, Panel): bl_label = "Influence" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): idblock = context_tex_datablock(context) if isinstance(idblock, Brush): return False if not getattr(context, "texture_slot", None): return False engine = context.scene.render.engine return (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout idblock = context_tex_datablock(context) tex = context.texture_slot def factor_but(layout, toggle, factor, name): row = layout.row(align=True) row.prop(tex, toggle, text="") sub = row.row(align=True) sub.active = getattr(tex, toggle) sub.prop(tex, factor, text=name, slider=True) return sub # XXX, temp. use_map_normal needs to override. if isinstance(idblock, Material): if idblock.type in {'SURFACE', 'WIRE'}: split = layout.split() col = split.column() col.label(text="Diffuse:") factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity") factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") factor_but(col, "use_map_translucency", "translucency_factor", "Translucency") col.label(text="Specular:") factor_but(col, "use_map_specular", "specular_factor", "Intensity") factor_but(col, "use_map_color_spec", "specular_color_factor", "Color") factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") col = split.column() col.label(text="Shading:") factor_but(col, "use_map_ambient", "ambient_factor", "Ambient") factor_but(col, "use_map_emit", "emit_factor", "Emit") factor_but(col, "use_map_mirror", "mirror_factor", "Mirror") factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror") col.label(text="Geometry:") # XXX replace 'or' when displacement is fixed to not rely on normal influence value. sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal") sub_tmp.active = (tex.use_map_normal or tex.use_map_displacement) # END XXX factor_but(col, "use_map_warp", "warp_factor", "Warp") factor_but(col, "use_map_displacement", "displacement_factor", "Displace") #~ sub = col.column() #~ sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror #~ sub.prop(tex, "default_value", text="Amount", slider=True) elif idblock.type == 'HALO': layout.label(text="Halo:") split = layout.split() col = split.column() factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") col = split.column() factor_but(col, "use_map_raymir", "raymir_factor", "Size") factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") factor_but(col, "use_map_translucency", "translucency_factor", "Add") elif idblock.type == 'VOLUME': layout.label(text="Volume:") split = layout.split() col = split.column() factor_but(col, "use_map_density", "density_factor", "Density") factor_but(col, "use_map_emission", "emission_factor", "Emission") factor_but(col, "use_map_scatter", "scattering_factor", "Scattering") factor_but(col, "use_map_reflect", "reflection_factor", "Reflection") col = split.column() col.label(text=" ") factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color") factor_but(col, "use_map_color_transmission", "transmission_color_factor", "Transmission Color") factor_but(col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color") layout.label(text="Geometry:") split = layout.split() col = split.column() factor_but(col, "use_map_warp", "warp_factor", "Warp") col = split.column() factor_but(col, "use_map_displacement", "displacement_factor", "Displace") elif isinstance(idblock, Lamp): split = layout.split() col = split.column() factor_but(col, "use_map_color", "color_factor", "Color") col = split.column() factor_but(col, "use_map_shadow", "shadow_factor", "Shadow") elif isinstance(idblock, World): split = layout.split() col = split.column() factor_but(col, "use_map_blend", "blend_factor", "Blend") factor_but(col, "use_map_horizon", "horizon_factor", "Horizon") col = split.column() factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up") factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down") elif isinstance(idblock, ParticleSettings): split = layout.split() col = split.column() col.label(text="General:") factor_but(col, "use_map_time", "time_factor", "Time") factor_but(col, "use_map_life", "life_factor", "Lifetime") factor_but(col, "use_map_density", "density_factor", "Density") factor_but(col, "use_map_size", "size_factor", "Size") col = split.column() col.label(text="Physics:") factor_but(col, "use_map_velocity", "velocity_factor", "Velocity") factor_but(col, "use_map_damp", "damp_factor", "Damp") factor_but(col, "use_map_gravity", "gravity_factor", "Gravity") factor_but(col, "use_map_field", "field_factor", "Force Fields") layout.label(text="Hair:") split = layout.split() col = split.column() factor_but(col, "use_map_length", "length_factor", "Length") factor_but(col, "use_map_clump", "clump_factor", "Clump") col = split.column() factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude") factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency") factor_but(col, "use_map_rough", "rough_factor", "Rough") elif isinstance(idblock, FreestyleLineStyle): split = layout.split() col = split.column() factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") col = split.column() factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") layout.separator() if not isinstance(idblock, ParticleSettings): split = layout.split() col = split.column() col.prop(tex, "blend_type", text="Blend") col.prop(tex, "use_rgb_to_intensity") # color is used on gray-scale textures even when use_rgb_to_intensity is disabled. col.prop(tex, "color", text="") col = split.column() col.prop(tex, "invert", text="Negative") col.prop(tex, "use_stencil") if isinstance(idblock, Material) or isinstance(idblock, World): col.prop(tex, "default_value", text="DVar", slider=True) if isinstance(idblock, Material): layout.label(text="Bump Mapping:") # only show bump settings if activated but not for normal-map images row = layout.row() sub = row.row() sub.active = ( (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and (tex.texture.use_normal_map or tex.texture.use_derivative_map)) ) sub.prop(tex, "bump_method", text="Method") # the space setting is supported for: derivative-maps + bump-maps # (DEFAULT,BEST_QUALITY), not for normal-maps sub = row.row() sub.active = ( (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and ((tex.bump_method in {'BUMP_LOW_QUALITY', 'BUMP_MEDIUM_QUALITY', 'BUMP_BEST_QUALITY'}) or (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map)) ) sub.prop(tex, "bump_objectspace", text="Space") class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "texture" _property_type = Texture classes = ( TEXTURE_MT_specials, TEXTURE_MT_envmap_specials, TEXTURE_UL_texslots, TEXTURE_PT_context_texture, TEXTURE_PT_preview, TEXTURE_PT_colors, TEXTURE_PT_clouds, TEXTURE_PT_wood, TEXTURE_PT_marble, TEXTURE_PT_magic, TEXTURE_PT_blend, TEXTURE_PT_stucci, TEXTURE_PT_image, TEXTURE_PT_image_sampling, TEXTURE_PT_image_mapping, TEXTURE_PT_envmap, TEXTURE_PT_envmap_sampling, TEXTURE_PT_musgrave, TEXTURE_PT_voronoi, TEXTURE_PT_distortednoise, TEXTURE_PT_voxeldata, TEXTURE_PT_pointdensity, TEXTURE_PT_pointdensity_turbulence, TEXTURE_PT_ocean, TEXTURE_PT_mapping, TEXTURE_PT_influence, TEXTURE_PT_custom_props, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)