# ##### 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, Object, ParticleSettings, Texture, ) from rna_prop_ui import PropertyPanel from .properties_paint_common import brush_texture_settings class TEXTURE_MT_specials(Menu): bl_label = "Texture Specials" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout layout.operator("texture.slot_copy", icon='COPYDOWN') layout.operator("texture.slot_paste", icon='PASTEDOWN') class TEXTURE_UL_texslots(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): 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) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) def context_tex_datablock(context): 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 class TextureButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "texture" class TEXTURE_PT_preview(TextureButtonsPanel, Panel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): tex = context.texture return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES) 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 idblock = context_tex_datablock(context) if isinstance(idblock, Brush): layout.prop(tex, "use_preview_alpha") class TEXTURE_PT_context(TextureButtonsPanel, Panel): bl_label = "" bl_context = "texture" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout tex = context.texture space = context.space_data pin_id = space.pin_id use_pin_id = space.use_pin_id user = context.texture_user if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)): pin_id = None if not pin_id: layout.template_texture_user() if user or pin_id: layout.separator() split = layout.split(percentage=0.65) col = split.column() if pin_id: col.template_ID(space, "pin_id") else: propname = context.texture_user_property.identifier col.template_ID(user, propname, new="texture.new") if tex: split = layout.split(percentage=0.2) split.label(text="Type:") split.prop(tex, "type", text="") class TEXTURE_PT_node(TextureButtonsPanel, Panel): bl_label = "Node" bl_context = "texture" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): node = context.texture_node return node and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout node = context.texture_node ntree = node.id_data layout.template_node_view(ntree, node, None) class TEXTURE_PT_node_mapping(TextureButtonsPanel, Panel): bl_label = "Mapping" bl_context = "texture" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): node = context.texture_node # TODO(sergey): perform a faster/nicer check? return node and hasattr(node, 'texture_mapping') and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout node = context.texture_node mapping = node.texture_mapping layout.prop(mapping, "vector_type", expand=True) row = layout.row() row.column().prop(mapping, "translation") row.column().prop(mapping, "rotation") row.column().prop(mapping, "scale") layout.label(text="Projection:") row = layout.row() row.prop(mapping, "mapping_x", text="") row.prop(mapping, "mapping_y", text="") row.prop(mapping, "mapping_z", text="") class TEXTURE_PT_colors(TextureButtonsPanel, Panel): bl_label = "Colors" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): tex = context.texture return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True tex = context.texture col = layout.column() sub = col.column(align=True) sub.prop(tex, "factor_red", text="Multiply R") sub.prop(tex, "factor_green", text="G") sub.prop(tex, "factor_blue", text="B") col.prop(tex, "intensity") col.prop(tex, "contrast") col.prop(tex, "saturation") col.prop(tex, "use_clamp", text="Clamp") col.prop(tex, "use_color_ramp", text="Ramp") if tex.use_color_ramp: layout.use_property_split = False layout.template_color_ramp(tex, "color_ramp", expand=True) class TextureTypePanel(TextureButtonsPanel): @classmethod def poll(cls, context): tex = context.texture engine = context.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_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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_lightprobes", text="Light 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_EEVEE'} def draw(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() 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) class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): bl_label = "Image Mapping" bl_options = {'DEFAULT_CLOSED'} tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} 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_musgrave(TextureTypePanel, Panel): bl_label = "Musgrave" tex_type = 'MUSGRAVE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} 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_EEVEE'} 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_EEVEE'} 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 TextureSlotPanel(TextureButtonsPanel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): if not hasattr(context, "texture_slot"): return False return (context.engine in cls.COMPAT_ENGINES) class TEXTURE_PT_mapping(TextureSlotPanel, Panel): bl_label = "Mapping" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @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.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_layers", 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="") 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_EEVEE'} @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.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, 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") factor_but(col, "use_map_twist", "twist_factor", "Twist") 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") class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} _context_path = "texture" _property_type = Texture @classmethod def poll(cls, context): return context.texture and (context.engine in cls.COMPAT_ENGINES) classes = ( TEXTURE_MT_specials, TEXTURE_UL_texslots, TEXTURE_PT_preview, TEXTURE_PT_context, TEXTURE_PT_node, TEXTURE_PT_node_mapping, TEXTURE_PT_mapping, TEXTURE_PT_influence, 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_musgrave, TEXTURE_PT_voronoi, TEXTURE_PT_distortednoise, TEXTURE_PT_custom_props, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)