# SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.types import ( Menu, Panel, UIList, ) from bpy.types import ( Brush, FreestyleLineStyle, ParticleSettings, Texture, ) from rna_prop_ui import PropertyPanel from bl_ui.properties_paint_common import brush_texture_settings class TEXTURE_MT_context_menu(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): 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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @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 T29502. 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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} 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 col = layout.column() if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)): pin_id = None if not pin_id: col.template_texture_user() if user or pin_id: col.separator() 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: col.separator() split = col.split(factor=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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @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 layout.use_property_split = True node = context.texture_node ntree = node.id_data layout.template_node_view(ntree, node, None) 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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.prop(tex, "noise_type", text="Type") col.separator() col = flow.column() col.prop(tex, "cloud_type") col.separator() col = flow.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "noise_depth", text="Depth") col.prop(tex, "nabla", text="Nabla") class TEXTURE_PT_wood(TextureTypePanel, Panel): bl_label = "Wood" tex_type = 'WOOD' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=False) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.prop(tex, "wood_type") col.separator() col = flow.column() col.prop(tex, "noise_basis_2", text="Second Basis") col = col.column() col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} col.prop(tex, "noise_type", text="Type") col.separator() sub = flow.column() sub.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} sub.prop(tex, "noise_scale", text="Size") sub.prop(tex, "turbulence") sub.prop(tex, "nabla") class TEXTURE_PT_marble(TextureTypePanel, Panel): bl_label = "Marble" tex_type = 'MARBLE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.prop(tex, "marble_type") col.separator() col = flow.column() col.prop(tex, "noise_basis_2", text="Second Basis") col.prop(tex, "noise_type", text="Type") col.separator() col = flow.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "noise_depth", text="Depth") 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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) tex = context.texture col = flow.column() col.prop(tex, "noise_depth", text="Depth") col = flow.column() col.prop(tex, "turbulence") class TEXTURE_PT_blend(TextureTypePanel, Panel): bl_label = "Blend" tex_type = 'BLEND' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "progression") col.separator() col = flow.column() col.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'}) col.prop(tex, "use_flip_axis", text="Orientation") class TEXTURE_PT_stucci(TextureTypePanel, Panel): bl_label = "Stucci" tex_type = 'STUCCI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.row().prop(tex, "stucci_type") col.separator() col = flow.column() col.prop(tex, "noise_type", text="Type") col.separator() col = flow.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "turbulence") class TEXTURE_PT_image(TextureTypePanel, Panel): bl_label = "Image" tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, _context): # TODO: maybe expose the template_ID from the template image here. layout = self.layout del layout class TEXTURE_PT_image_settings(TextureTypePanel, Panel): bl_label = "Settings" bl_parent_id = 'TEXTURE_PT_image' tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} 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.prop(tex, "filter_type", text="Filter Type") if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}: col = layout.column() if tex.filter_type == 'FELINE': col.prop(tex, "filter_lightprobes", text="Light Probes") else: col.prop(tex, "filter_eccentricity", text="Eccentricity") layout.prop(tex, "filter_size", text="Size") layout.prop(tex, "use_filter_size_min", text="Minimum Size") class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): bl_label = "Sampling" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'TEXTURE_PT_image' tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "use_interpolation") col.separator() col = flow.column() col.prop(tex, "use_mipmap") sub = col.column() sub.active = tex.use_mipmap sub.prop(tex, "use_mipmap_gauss", text="Gaussian Filter") col.separator() texture_filter_common(tex, flow) class TEXTURE_PT_image_alpha(TextureTypePanel, Panel): bl_label = "Alpha" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'TEXTURE_PT_image' tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): tex = context.texture self.layout.prop(tex, "use_alpha", text="") def draw(self, context): layout = self.layout layout.use_property_split = True tex = context.texture col = layout.column() col.active = bool(tex.image and tex.image.alpha_mode != 'NONE') col.prop(tex, "use_calculate_alpha", text="Calculate") col.prop(tex, "invert_alpha", text="Invert") class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): bl_label = "Mapping" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'TEXTURE_PT_image' tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True tex = context.texture col = layout.column() col.prop(tex, "use_flip_axis", text="Flip Axes") col.separator() subcol = layout.column() subcol.prop(tex, "extension") # use layout, to keep the same location in case of button cycling. flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) if tex.extension == 'REPEAT': col = flow.column() sub = col.column(align=True) sub.prop(tex, "repeat_x", text="Repeat X") sub.prop(tex, "repeat_y", text="Y") col = flow.column() sub = col.column() sub.active = (tex.repeat_x > 1) sub.prop(tex, "use_mirror_x", text="Mirror X") sub = col.column() sub.active = (tex.repeat_y > 1) sub.prop(tex, "use_mirror_y", text="Y") elif tex.extension == 'CHECKER': subcol.separator() col = flow.column() col.prop(tex, "checker_distance", text="Distance") col = flow.column() col.prop(tex, "use_checker_even", text="Tiles Even") col.prop(tex, "use_checker_odd", text="Odd") else: del flow class TEXTURE_PT_image_mapping_crop(TextureTypePanel, Panel): bl_label = "Crop" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'TEXTURE_PT_image_mapping' tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) tex = context.texture col = flow.column(align=True) # col.prop(tex, "crop_rectangle") col.prop(tex, "crop_min_x", text="Minimum X") col.prop(tex, "crop_min_y", text="Y") col = flow.column(align=True) col.prop(tex, "crop_max_x", text="Maximum 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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.prop(tex, "musgrave_type") col.separator() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "nabla") col.separator() col = flow.column() col.prop(tex, "dimension_max", text="Dimension") col.prop(tex, "lacunarity") col.prop(tex, "octaves") col.separator() musgrave_type = tex.musgrave_type col = flow.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") class TEXTURE_PT_voronoi(TextureTypePanel, Panel): bl_label = "Voronoi" tex_type = 'VORONOI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) tex = context.texture col = flow.column() col.prop(tex, "distance_metric") sub = col.column() sub.active = tex.distance_metric == 'MINKOVSKY' sub.prop(tex, "minkovsky_exponent", text="Exponent") sub.separator() col = flow.column() col.prop(tex, "color_mode") col.prop(tex, "noise_intensity", text="Intensity") col.separator() col = flow.column() col.prop(tex, "noise_scale", text="Size") col.prop(tex, "nabla") class TEXTURE_PT_voronoi_feature_weights(TextureTypePanel, Panel): bl_label = "Feature Weights" bl_parent_id = "TEXTURE_PT_voronoi" tex_type = 'VORONOI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column(align=True) col.prop(tex, "weight_1", text="First", slider=True) col.prop(tex, "weight_2", text="Second", slider=True) sub = flow.column(align=True) sub.prop(tex, "weight_3", text="Third", slider=True) sub.prop(tex, "weight_4", text="Fourth", slider=True) class TEXTURE_PT_distortednoise(TextureTypePanel, Panel): bl_label = "Distorted Noise" tex_type = 'DISTORTED_NOISE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) tex = context.texture col = flow.column() col.prop(tex, "noise_basis", text="Noise Basis") col.separator() col.prop(tex, "noise_distortion", text="Distortion") col.separator() col = flow.column() col.prop(tex, "distortion", text="Amount") col.prop(tex, "noise_scale", text="Size") col.prop(tex, "nabla") class TextureSlotPanel(TextureButtonsPanel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @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 layout.use_property_split = True flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) idblock = context_tex_datablock(context) tex = context.texture_slot if isinstance(idblock, Brush): if context.sculpt_object or context.image_paint_object: brush_texture_settings(layout, idblock, context.sculpt_object) else: col = flow.column() col.prop(tex, "texture_coords", text="Coordinates") # Note: the ORCO case used to call ob.data, "texco_mesh" prop. if tex.texture_coords == 'UV': ob = context.object if ob and ob.type == 'MESH': col.prop_search(tex, "uv_layer", ob.data, "uv_layers", text="Map") else: col.prop(tex, "uv_layer", text="Map") elif tex.texture_coords == 'OBJECT': col.prop(tex, "object", text="Object") col.separator() if isinstance(idblock, FreestyleLineStyle): col = flow.column() col.prop(tex, "mapping", text="Projection") col.separator() col = flow.column() col.prop(tex, "mapping_x", text="Mapping X") col.prop(tex, "mapping_y", text="Y") col.prop(tex, "mapping_z", text="Z") col.separator() col = flow.column(align=True) col.column().prop(tex, "offset") col = flow.column(align=True) col.column().prop(tex, "scale") class TEXTURE_PT_influence(TextureSlotPanel, Panel): bl_label = "Influence" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @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 layout.use_property_split = True flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False) idblock = context_tex_datablock(context) tex = context.texture_slot def factor_but(layout, toggle, factor, name): row = layout.row(align=True) row.active = getattr(tex, toggle) row.prop(tex, factor, text=name, slider=True) sub = row.row(align=True) sub.prop(tex, toggle, text="") return sub # XXX, temp. use_map_normal needs to override. if isinstance(idblock, ParticleSettings): col = flow.column() factor_but(col, "use_map_time", "time_factor", "General 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.separator() col = flow.column() factor_but(col, "use_map_velocity", "velocity_factor", "Physics 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") col.separator() col = flow.column() factor_but(col, "use_map_length", "length_factor", "Hair Length") factor_but(col, "use_map_clump", "clump_factor", "Clump") factor_but(col, "use_map_twist", "twist_factor", "Twist") col = flow.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): col = flow.column() factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") if not isinstance(idblock, ParticleSettings): col = flow.column() col.prop(tex, "blend_type", text="Blend") # Color is used on gray-scale textures col.prop(tex, "color", text="") class TextureColorsPoll: @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) class TEXTURE_PT_colors(TextureButtonsPanel, TextureColorsPoll, Panel): bl_label = "Colors" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False) tex = context.texture col = flow.column() col.prop(tex, "use_clamp", text="Clamp") col = flow.column(align=True) col.prop(tex, "factor_red", text="Multiply R") col.prop(tex, "factor_green", text="G") col.prop(tex, "factor_blue", text="B") col.separator() col = flow.column() col.prop(tex, "intensity") col.prop(tex, "contrast") col.prop(tex, "saturation") class TEXTURE_PT_colors_ramp(TextureButtonsPanel, TextureColorsPoll, Panel): bl_label = "Color Ramp" bl_options = {'DEFAULT_CLOSED'} bl_parent_id = 'TEXTURE_PT_colors' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw_header(self, context): tex = context.texture self.layout.prop(tex, "use_color_ramp", text="") def draw(self, context): layout = self.layout tex = context.texture # Note: TODO after creation of a new texture, the template_color_ramp will be blank. # Possibly needs to be fixed in the template itself. is_active = bool(tex and tex.use_color_ramp) if is_active: layout.template_color_ramp(tex, "color_ramp", expand=True) else: layout.label(text="Enable the Color Ramp first") class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} _context_path = "texture" _property_type = Texture @classmethod def poll(cls, context): return context.texture and (context.engine in cls.COMPAT_ENGINES) classes = ( TEXTURE_MT_context_menu, TEXTURE_UL_texslots, TEXTURE_PT_preview, TEXTURE_PT_context, TEXTURE_PT_node, TEXTURE_PT_clouds, TEXTURE_PT_wood, TEXTURE_PT_marble, TEXTURE_PT_magic, TEXTURE_PT_blend, TEXTURE_PT_stucci, TEXTURE_PT_image, TEXTURE_PT_image_settings, TEXTURE_PT_image_alpha, TEXTURE_PT_image_mapping, TEXTURE_PT_image_mapping_crop, TEXTURE_PT_image_sampling, TEXTURE_PT_musgrave, TEXTURE_PT_voronoi, TEXTURE_PT_voronoi_feature_weights, TEXTURE_PT_distortednoise, TEXTURE_PT_influence, TEXTURE_PT_mapping, TEXTURE_PT_colors, TEXTURE_PT_colors_ramp, TEXTURE_PT_custom_props, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)