# SPDX-License-Identifier: GPL-2.0-or-later from bpy.types import Menu, Panel, UIList, ViewLayer from rna_prop_ui import PropertyPanel 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_EEVEE_NEXT', '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', 'BLENDER_EEVEE_NEXT'} 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_next_layer_passes_data(ViewLayerButtonsPanel, Panel): bl_label = "Data" bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False scene = context.scene 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") col.prop(view_layer, "use_pass_position") sub = col.column() sub.active = not scene.eevee.use_motion_blur sub.prop(view_layer, "use_pass_vector") class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel): bl_label = "Light" bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'} 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=3) 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', 'BLENDER_EEVEE_NEXT'} 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', 'BLENDER_EEVEE_NEXT'} class VIEWLAYER_MT_lightgroup_sync(Menu): bl_label = "Lightgroup Sync" def draw(self, _context): layout = self.layout layout.operator("scene.view_layer_add_used_lightgroups", icon='ADD') layout.operator("scene.view_layer_remove_unused_lightgroups", icon='REMOVE') class ViewLayerLightgroupsPanel(ViewLayerButtonsPanel, Panel): bl_label = "Light Groups" 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("UI_UL_list", "lightgroups", view_layer, "lightgroups", view_layer, "active_lightgroup_index", rows=3) col = row.column() sub = col.column(align=True) sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="") sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="") sub.separator() sub.menu("VIEWLAYER_MT_lightgroup_sync", icon='DOWNARROW_HLT', text="") class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanel): bl_parent_id = "VIEWLAYER_PT_layer_passes" COMPAT_ENGINES = {'CYCLES'} class VIEWLAYER_PT_layer_custom_props(PropertyPanel, Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "view_layer" _context_path = "view_layer" _property_type = ViewLayer classes = ( VIEWLAYER_MT_lightgroup_sync, VIEWLAYER_PT_layer, VIEWLAYER_PT_layer_passes, VIEWLAYER_PT_eevee_next_layer_passes_data, 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_PT_layer_passes_lightgroups, VIEWLAYER_PT_layer_custom_props, VIEWLAYER_UL_aov, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)