# ##### 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 ##### # from bpy.types import Panel, UIList class VIEWLAYER_UL_aov(UIList): def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname): row = layout.row() split = row.split(factor=0.65) icon = 'NONE' if item.is_valid else 'ERROR' split.row().prop(item, "name", text="", icon=icon, emboss=False) split.row().prop(item, "type", text="", emboss=False) class ViewLayerButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "view_layer" # 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 VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel): bl_label = "View Layer" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True scene = context.scene rd = scene.render layer = context.view_layer col = layout.column() col.prop(layer, "use", text="Use for Rendering") col.prop(rd, "use_single_layer", text="Render Single Layer") class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel): bl_label = "Passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): pass class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel): bl_label = "Data" bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer col = layout.column() col.prop(view_layer, "use_pass_combined") col.prop(view_layer, "use_pass_z") col.prop(view_layer, "use_pass_mist") col.prop(view_layer, "use_pass_normal") class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel): bl_label = "Light" bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer view_layer_eevee = view_layer.eevee col = layout.column(heading="Diffuse", align=True) col.prop(view_layer, "use_pass_diffuse_direct", text="Light") col.prop(view_layer, "use_pass_diffuse_color", text="Color") col = layout.column(heading="Specular", align=True) col.prop(view_layer, "use_pass_glossy_direct", text="Light") col.prop(view_layer, "use_pass_glossy_color", text="Color") col = layout.column(heading="Volume", align=True) col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light") col = layout.column(heading="Other", align=True) col.prop(view_layer, "use_pass_emit", text="Emission") col.prop(view_layer, "use_pass_environment") col.prop(view_layer, "use_pass_shadow") col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion") class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel): bl_label = "Effects" bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer view_layer_eevee = view_layer.eevee scene = context.scene scene_eevee = scene.eevee col = layout.column() col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom") col.active = scene_eevee.use_bloom class ViewLayerAOVPanel(ViewLayerButtonsPanel, Panel): bl_label = "Shader AOV" def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer row = layout.row() col = row.column() col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer, "aovs", view_layer, "active_aov_index", rows=2) col = row.column() sub = col.column(align=True) sub.operator("scene.view_layer_add_aov", icon='ADD', text="") sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="") aov = view_layer.active_aov if aov and not aov.is_valid: layout.label( text="Conflicts with another render pass with the same name", icon='ERROR') class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanel): bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} class ViewLayerCryptomattePanel(ViewLayerButtonsPanel, Panel): bl_label = "Cryptomatte" def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer col = layout.column() col.prop(view_layer, "use_pass_cryptomatte_object", text="Object") col.prop(view_layer, "use_pass_cryptomatte_material", text="Material") col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset") col = layout.column() col.active = any((view_layer.use_pass_cryptomatte_object, view_layer.use_pass_cryptomatte_material, view_layer.use_pass_cryptomatte_asset)) col.prop(view_layer, "pass_cryptomatte_depth", text="Levels") if context.engine == 'BLENDER_EEVEE': col.prop(view_layer, "use_pass_cryptomatte_accurate", text="Accurate Mode") class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanel, Panel): bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} classes = ( VIEWLAYER_PT_layer, VIEWLAYER_PT_layer_passes, VIEWLAYER_PT_eevee_layer_passes_data, VIEWLAYER_PT_eevee_layer_passes_light, VIEWLAYER_PT_eevee_layer_passes_effects, VIEWLAYER_PT_layer_passes_cryptomatte, VIEWLAYER_PT_layer_passes_aov, VIEWLAYER_UL_aov, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)