import bpy class TextureButtonsPanel(bpy.types.Panel): __space_type__ = 'PROPERTIES' __region_type__ = 'WINDOW' __context__ = "texture" def poll(self, context): tex = context.texture return (tex and (tex.type != 'NONE' or tex.use_nodes)) class TEXTURE_PT_preview(TextureButtonsPanel): __label__ = "Preview" def draw(self, context): layout = self.layout tex = context.texture slot = context.texture_slot ma = context.material la = context.lamp wo = context.world br = context.brush if ma: layout.template_preview(tex, parent=ma, slot=slot) elif la: layout.template_preview(tex, parent=la, slot=slot) elif wo: layout.template_preview(tex, parent=wo, slot=slot) elif br: layout.template_preview(tex, parent=br, slot=slot) else: layout.template_preview(tex, slot=slot) class TEXTURE_PT_context_texture(TextureButtonsPanel): __show_header__ = False def poll(self, context): return (context.material or context.world or context.lamp or context.brush or context.texture) def draw(self, context): layout = self.layout tex = context.texture id = context.material if not id: id = context.lamp if not id: id = context.world if not id: id = context.brush space = context.space_data if id: row = layout.row() row.template_list(id, "textures", id, "active_texture_index", rows=2) split = layout.split(percentage=0.65) if id: split.template_ID(id, "active_texture", new="texture.new") elif tex: split.template_ID(space, "pin_id") if (not space.pin_id) and ( context.sculpt_object or context.vertex_paint_object or context.weight_paint_object or context.texture_paint_object ): split.itemR(space, "brush_texture", text="Brush", toggle=True) if tex: layout.itemR(tex, "use_nodes") split = layout.split(percentage=0.2) if tex.use_nodes: slot = context.texture_slot split.itemL(text="Output:") split.itemR(slot, "output_node", text="") else: split.itemL(text="Type:") split.itemR(tex, "type", text="") class TEXTURE_PT_colors(TextureButtonsPanel): __label__ = "Colors" __default_closed__ = True def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "use_color_ramp", text="Ramp") if tex.use_color_ramp: layout.template_color_ramp(tex, "color_ramp", expand=True) split = layout.split() split.itemR(tex, "rgb_factor", text="Multiply RGB") col = split.column() col.itemL(text="Adjust:") col.itemR(tex, "brightness") col.itemR(tex, "contrast") # Texture Slot Panels # class TextureSlotPanel(TextureButtonsPanel): def poll(self, context): return ( context.texture_slot and TextureButtonsPanel.poll(self, context) ) class TEXTURE_PT_mapping(TextureSlotPanel): __label__ = "Mapping" def draw(self, context): layout = self.layout ma = context.material la = context.lamp wo = context.world br = context.brush tex = context.texture_slot textype = context.texture if not br: split = layout.split(percentage=0.3) col = split.column() col.itemL(text="Coordinates:") col = split.column() col.itemR(tex, "texture_coordinates", text="") if tex.texture_coordinates == 'ORCO': """ ob = context.object if ob and ob.type == 'MESH': split = layout.split(percentage=0.3) split.itemL(text="Mesh:") split.itemR(ob.data, "texco_mesh", text="") """ elif tex.texture_coordinates == 'UV': split = layout.split(percentage=0.3) split.itemL(text="Layer:") split.itemR(tex, "uv_layer", text="") elif tex.texture_coordinates == 'OBJECT': split = layout.split(percentage=0.3) split.itemL(text="Object:") split.itemR(tex, "object", text="") if ma: split = layout.split(percentage=0.3) split.itemL(text="Projection:") split.itemR(tex, "mapping", text="") split = layout.split() col = split.column() if tex.texture_coordinates in ('ORCO', 'UV'): col.itemR(tex, "from_dupli") elif tex.texture_coordinates == 'OBJECT': col.itemR(tex, "from_original") else: col.itemL() col = split.column() row = col.row() row.itemR(tex, "x_mapping", text="") row.itemR(tex, "y_mapping", text="") row.itemR(tex, "z_mapping", text="") if br: layout.itemR(tex, "map_mode", expand=True) row = layout.row() row.active = tex.map_mode in ('FIXED', 'TILED') row.itemR(tex, "angle") row = layout.row() row.active = tex.map_mode in ('TILED', '3D') row.column().itemR(tex, "size") else: row = layout.row() row.column().itemR(tex, "offset") row.column().itemR(tex, "size") class TEXTURE_PT_influence(TextureSlotPanel): __label__ = "Influence" def draw(self, context): layout = self.layout ma = context.material la = context.lamp wo = context.world br = context.brush textype = context.texture tex = context.texture_slot def factor_but(layout, active, toggle, factor, name): row = layout.row(align=True) row.itemR(tex, toggle, text="") sub = row.row() sub.active = active sub.itemR(tex, factor, text=name, slider=True) if ma: if ma.type in ['SURFACE', 'HALO', 'WIRE']: split = layout.split() col = split.column() col.itemL(text="Diffuse:") factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity") factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color") factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha") factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency") col.itemL(text="Specular:") factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity") factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color") factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness") col = split.column() col.itemL(text="Shading:") factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient") factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit") factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror") factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror") col.itemL(text="Geometry:") factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal") factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp") factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace") #sub = col.column() #sub.active = tex.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.itemR(tex, "default_value", text="Amount", slider=True) elif ma.type == 'VOLUME': split = layout.split() col = split.column() factor_but(col, tex.map_density, "map_density", "density_factor", "Density") factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission") factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering") factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection") col = split.column() col.itemL(text=" ") factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color") factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color") factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color") elif la: row = layout.row() factor_but(row, tex.map_color, "map_color", "color_factor", "Color") factor_but(row, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow") elif wo: split = layout.split() col = split.column() factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend") factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon") col = split.column() factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up") factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down") layout.itemS() split = layout.split() col = split.column() col.itemR(tex, "blend_type", text="Blend") col.itemR(tex, "rgb_to_intensity") sub = col.column() sub.active = tex.rgb_to_intensity sub.itemR(tex, "color", text="") col = split.column() col.itemR(tex, "negate", text="Negative") col.itemR(tex, "stencil") if ma or wo: col.itemR(tex, "default_value", text="DVar", slider=True) # Texture Type Panels # class TextureTypePanel(TextureButtonsPanel): def poll(self, context): tex = context.texture return (tex and tex.type == self.tex_type and not tex.use_nodes) class TEXTURE_PT_clouds(TextureTypePanel): __label__ = "Clouds" tex_type = 'CLOUDS' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "stype", expand=True) layout.itemL(text="Noise:") layout.itemR(tex, "noise_type", text="Type", expand=True) layout.itemR(tex, "noise_basis", text="Basis") flow = layout.column_flow() flow.itemR(tex, "noise_size", text="Size") flow.itemR(tex, "noise_depth", text="Depth") flow.itemR(tex, "nabla", text="Nabla") class TEXTURE_PT_wood(TextureTypePanel): __label__ = "Wood" tex_type = 'WOOD' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "noisebasis2", expand=True) layout.itemR(tex, "stype", expand=True) col = layout.column() col.active = tex.stype in ('RINGNOISE', 'BANDNOISE') col.itemL(text="Noise:") col.row().itemR(tex, "noise_type", text="Type", expand=True) col.itemR(tex, "noise_basis", text="Basis") flow = layout.column_flow() flow.active = tex.stype in ('RINGNOISE', 'BANDNOISE') flow.itemR(tex, "noise_size", text="Size") flow.itemR(tex, "turbulence") flow.itemR(tex, "nabla") class TEXTURE_PT_marble(TextureTypePanel): __label__ = "Marble" tex_type = 'MARBLE' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "stype", expand=True) layout.itemR(tex, "noisebasis2", expand=True) layout.itemL(text="Noise:") layout.itemR(tex, "noise_type", text="Type", expand=True) layout.itemR(tex, "noise_basis", text="Basis") flow = layout.column_flow() flow.itemR(tex, "noise_size", text="Size") flow.itemR(tex, "noise_depth", text="Depth") flow.itemR(tex, "turbulence") flow.itemR(tex, "nabla") class TEXTURE_PT_magic(TextureTypePanel): __label__ = "Magic" tex_type = 'MAGIC' def draw(self, context): layout = self.layout tex = context.texture row = layout.row() row.itemR(tex, "noise_depth", text="Depth") row.itemR(tex, "turbulence") class TEXTURE_PT_blend(TextureTypePanel): __label__ = "Blend" tex_type = 'BLEND' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "progression") sub = layout.row() sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL')) sub.itemR(tex, "flip_axis", expand=True) class TEXTURE_PT_stucci(TextureTypePanel): __label__ = "Stucci" tex_type = 'STUCCI' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "stype", expand=True) layout.itemL(text="Noise:") layout.itemR(tex, "noise_type", text="Type", expand=True) layout.itemR(tex, "noise_basis", text="Basis") row = layout.row() row.itemR(tex, "noise_size", text="Size") row.itemR(tex, "turbulence") class TEXTURE_PT_image(TextureTypePanel): __label__ = "Image" tex_type = 'IMAGE' def draw(self, context): layout = self.layout tex = context.texture layout.template_image(tex, "image", tex.image_user) class TEXTURE_PT_image_sampling(TextureTypePanel): __label__ = "Image Sampling" __default_closed__ = True tex_type = 'IMAGE' def draw(self, context): layout = self.layout tex = context.texture slot = context.texture_slot split = layout.split() """ col = split.column() col.itemR(tex, "flip_axis") col.itemR(tex, "normal_map") if slot: row = col.row() row.active = tex.normal_map row.itemR(slot, "normal_map_space", text="") """ col = split.column() col.itemL(text="Alpha:") col.itemR(tex, "use_alpha", text="Use") col.itemR(tex, "calculate_alpha", text="Calculate") col.itemR(tex, "invert_alpha", text="Invert") col.itemL(text="Flip:") col.itemR(tex, "flip_axis", text="X/Y Axis") col = split.column() col.itemL(text="Filter:") col.itemR(tex, "filter", text="") col.itemR(tex, "mipmap") row = col.row() row.active = tex.mipmap row.itemR(tex, "mipmap_gauss", text="Gauss") col.itemR(tex, "interpolation") if tex.mipmap and tex.filter != 'DEFAULT': if tex.filter == 'FELINE': col.itemR(tex, "filter_probes", text="Probes") else: col.itemR(tex, "filter_eccentricity", text="Eccentricity") class TEXTURE_PT_image_mapping(TextureTypePanel): __label__ = "Image Mapping" __default_closed__ = True tex_type = 'IMAGE' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "extension") split = layout.split() if tex.extension == 'REPEAT': col = split.column(align=True) col.itemL(text="Repeat:") col.itemR(tex, "repeat_x", text="X") col.itemR(tex, "repeat_y", text="Y") col = split.column(align=True) col.itemL(text="Mirror:") col.itemR(tex, "mirror_x", text="X") col.itemR(tex, "mirror_y", text="Y") elif tex.extension == 'CHECKER': col = split.column(align=True) row = col.row() row.itemR(tex, "checker_even", text="Even") row.itemR(tex, "checker_odd", text="Odd") split.itemR(tex, "checker_distance", text="Distance") layout.itemS() split = layout.split() col = split.column(align=True) #col.itemR(tex, "crop_rectangle") col.itemL(text="Crop Minimum:") col.itemR(tex, "crop_min_x", text="X") col.itemR(tex, "crop_min_y", text="Y") col = split.column(align=True) col.itemL(text="Crop Maximum:") col.itemR(tex, "crop_max_x", text="X") col.itemR(tex, "crop_max_y", text="Y") class TEXTURE_PT_plugin(TextureTypePanel): __label__ = "Plugin" tex_type = 'PLUGIN' def draw(self, context): layout = self.layout tex = context.texture layout.itemL(text="Nothing yet") class TEXTURE_PT_envmap(TextureTypePanel): __label__ = "Environment Map" tex_type = 'ENVIRONMENT_MAP' def draw(self, context): layout = self.layout tex = context.texture layout.itemL(text="Nothing yet") class TEXTURE_PT_musgrave(TextureTypePanel): __label__ = "Musgrave" tex_type = 'MUSGRAVE' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "musgrave_type") split = layout.split() col = split.column() col.itemR(tex, "highest_dimension", text="Dimension") col.itemR(tex, "lacunarity") col.itemR(tex, "octaves") col = split.column() if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')): col.itemR(tex, "offset") if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')): col.itemR(tex, "gain") col.itemR(tex, "noise_intensity", text="Intensity") layout.itemL(text="Noise:") layout.itemR(tex, "noise_basis", text="Basis") row = layout.row() row.itemR(tex, "noise_size", text="Size") row.itemR(tex, "nabla") class TEXTURE_PT_voronoi(TextureTypePanel): __label__ = "Voronoi" tex_type = 'VORONOI' def draw(self, context): layout = self.layout tex = context.texture split = layout.split() col = split.column() col.itemL(text="Distance Metric:") col.itemR(tex, "distance_metric", text="") sub = col.column() sub.active = tex.distance_metric == 'MINKOVSKY' sub.itemR(tex, "minkovsky_exponent", text="Exponent") col.itemL(text="Coloring:") col.itemR(tex, "coloring", text="") col.itemR(tex, "noise_intensity", text="Intensity") col = split.column(align=True) col.itemL(text="Feature Weights:") col.itemR(tex, "weight_1", text="1", slider=True) col.itemR(tex, "weight_2", text="2", slider=True) col.itemR(tex, "weight_3", text="3", slider=True) col.itemR(tex, "weight_4", text="4", slider=True) layout.itemL(text="Noise:") row = layout.row() row.itemR(tex, "noise_size", text="Size") row.itemR(tex, "nabla") class TEXTURE_PT_distortednoise(TextureTypePanel): __label__ = "Distorted Noise" tex_type = 'DISTORTED_NOISE' def draw(self, context): layout = self.layout tex = context.texture layout.itemR(tex, "noise_distortion") layout.itemR(tex, "noise_basis", text="Basis") flow = layout.column_flow() flow.itemR(tex, "distortion", text="Distortion") flow.itemR(tex, "noise_size", text="Size") flow.itemR(tex, "nabla") class TEXTURE_PT_voxeldata(TextureButtonsPanel): __label__ = "Voxel Data" def poll(self, context): tex = context.texture return (tex and tex.type == 'VOXEL_DATA') def draw(self, context): layout = self.layout tex = context.texture vd = tex.voxeldata layout.itemR(vd, "file_format") if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']: layout.itemR(vd, "source_path") if vd.file_format == 'RAW_8BIT': layout.itemR(vd, "resolution") elif vd.file_format == 'SMOKE': layout.itemR(vd, "domain_object") layout.itemR(vd, "still") row = layout.row() row.active = vd.still row.itemR(vd, "still_frame_number") layout.itemR(vd, "interpolation") layout.itemR(vd, "extension") layout.itemR(vd, "intensity") class TEXTURE_PT_pointdensity(TextureButtonsPanel): __label__ = "Point Density" def poll(self, context): tex = context.texture return (tex and tex.type == 'POINT_DENSITY') def draw(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity layout.itemR(pd, "point_source", expand=True) split = layout.split() col = split.column() if pd.point_source == 'PARTICLE_SYSTEM': col.itemL(text="Object:") col.itemR(pd, "object", text="") sub = col.column() sub.enabled = pd.object if pd.object: sub.itemL(text="System:") sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="") sub.itemL(text="Cache:") sub.itemR(pd, "particle_cache", text="") else: col.itemL(text="Object:") col.itemR(pd, "object", text="") col.itemL(text="Cache:") col.itemR(pd, "vertices_cache", text="") col.itemS() col.itemL(text="Color Source:") col.itemR(pd, "color_source", text="") if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'): col.itemR(pd, "speed_scale") if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'): layout.template_color_ramp(pd, "color_ramp", expand=True) col = split.column() col.itemL() col.itemR(pd, "radius") col.itemL(text="Falloff:") col.itemR(pd, "falloff", text="") if pd.falloff == 'SOFT': col.itemR(pd, "falloff_softness") class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel): __label__ = "Turbulence" def poll(self, context): tex = context.texture return (tex and tex.type == 'POINT_DENSITY') def draw_header(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity layout.itemR(pd, "turbulence", text="") def draw(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity layout.active = pd.turbulence split = layout.split() col = split.column() col.itemL(text="Influence:") col.itemR(pd, "turbulence_influence", text="") col.itemL(text="Noise Basis:") col.itemR(pd, "noise_basis", text="") col = split.column() col.itemL() col.itemR(pd, "turbulence_size") col.itemR(pd, "turbulence_depth") col.itemR(pd, "turbulence_strength") bpy.types.register(TEXTURE_PT_context_texture) bpy.types.register(TEXTURE_PT_preview) bpy.types.register(TEXTURE_PT_clouds) # Texture Type Panels bpy.types.register(TEXTURE_PT_wood) bpy.types.register(TEXTURE_PT_marble) bpy.types.register(TEXTURE_PT_magic) bpy.types.register(TEXTURE_PT_blend) bpy.types.register(TEXTURE_PT_stucci) bpy.types.register(TEXTURE_PT_image) bpy.types.register(TEXTURE_PT_image_sampling) bpy.types.register(TEXTURE_PT_image_mapping) bpy.types.register(TEXTURE_PT_plugin) bpy.types.register(TEXTURE_PT_envmap) bpy.types.register(TEXTURE_PT_musgrave) bpy.types.register(TEXTURE_PT_voronoi) bpy.types.register(TEXTURE_PT_distortednoise) bpy.types.register(TEXTURE_PT_voxeldata) bpy.types.register(TEXTURE_PT_pointdensity) bpy.types.register(TEXTURE_PT_pointdensity_turbulence) bpy.types.register(TEXTURE_PT_colors) bpy.types.register(TEXTURE_PT_mapping) bpy.types.register(TEXTURE_PT_influence)