# ##### 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 rna_prop_ui import PropertyPanel narrowui = 180 def active_node_mat(mat): # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate # which settings from node-materials are used if mat: mat_node = mat.active_node_material if mat_node: return mat_node else: return mat return None class MATERIAL_MT_sss_presets(bpy.types.Menu): bl_label = "SSS Presets" preset_subdir = "sss" preset_operator = "script.python_file_run" draw = bpy.types.Menu.draw_preset class MATERIAL_MT_specials(bpy.types.Menu): bl_label = "Material Specials" def draw(self, context): layout = self.layout layout.operator("object.material_slot_copy", icon='COPY_ID') layout.operator("material.copy", icon='COPYDOWN') layout.operator("material.paste", icon='PASTEDOWN') class MaterialButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "material" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here def poll(self, context): mat = context.material engine = context.scene.render.engine return mat and (engine in self.COMPAT_ENGINES) class MATERIAL_PT_preview(MaterialButtonsPanel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): self.layout.template_preview(context.material) class MATERIAL_PT_context_material(MaterialButtonsPanel): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): # An exception, dont call the parent poll func because # this manages materials for all engine types engine = context.scene.render.engine return (context.material or context.object) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material ob = context.object slot = context.material_slot space = context.space_data wide_ui = context.region.width > narrowui if ob: row = layout.row() row.template_list(ob, "material_slots", ob, "active_material_index", rows=2) col = row.column(align=True) col.operator("object.material_slot_add", icon='ZOOMIN', text="") col.operator("object.material_slot_remove", icon='ZOOMOUT', text="") col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="") if ob.mode == 'EDIT': row = layout.row(align=True) row.operator("object.material_slot_assign", text="Assign") row.operator("object.material_slot_select", text="Select") row.operator("object.material_slot_deselect", text="Deselect") if wide_ui: split = layout.split(percentage=0.65) if ob: split.template_ID(ob, "active_material", new="material.new") row = split.row() if slot: row.prop(slot, "link", text="") else: row.label() elif mat: split.template_ID(space, "pin_id") split.separator() else: if ob: layout.template_ID(ob, "active_material", new="material.new") elif mat: layout.template_ID(space, "pin_id") if mat: if wide_ui: layout.prop(mat, "type", expand=True) else: layout.prop(mat, "type", text="") class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel): COMPAT_ENGINES = {'BLENDER_RENDER'} _context_path = "material" class MATERIAL_PT_shading(MaterialButtonsPanel): bl_label = "Shading" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) wide_ui = context.region.width > narrowui if mat.type in ('SURFACE', 'WIRE'): split = layout.split() col = split.column() sub = col.column() sub.active = not mat.shadeless sub.prop(mat, "emit") sub.prop(mat, "ambient") sub = col.column() sub.prop(mat, "translucency") if wide_ui: col = split.column() col.prop(mat, "shadeless") sub = col.column() sub.active = not mat.shadeless sub.prop(mat, "tangent_shading") sub.prop(mat, "cubic") elif mat.type == 'HALO': layout.prop(mat, "alpha") class MATERIAL_PT_strand(MaterialButtonsPanel): bl_label = "Strand" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material # dont use node material tan = mat.strand wide_ui = context.region.width > narrowui split = layout.split() col = split.column() sub = col.column(align=True) sub.label(text="Size:") sub.prop(tan, "root_size", text="Root") sub.prop(tan, "tip_size", text="Tip") sub.prop(tan, "min_size", text="Minimum") sub.prop(tan, "blender_units") sub = col.column() sub.active = (not mat.shadeless) sub.prop(tan, "tangent_shading") col.prop(tan, "shape") if wide_ui: col = split.column() col.label(text="Shading:") col.prop(tan, "width_fade") ob = context.object if ob and ob.type == 'MESH': col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="") else: col.prop(tan, "uv_layer", text="") col.separator() sub = col.column() sub.active = (not mat.shadeless) sub.prop(tan, "surface_diffuse") sub = col.column() sub.active = tan.surface_diffuse sub.prop(tan, "blend_distance", text="Distance") class MATERIAL_PT_physics(MaterialButtonsPanel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout phys = context.material.physics # dont use node material wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(phys, "distance") col.prop(phys, "friction") col.prop(phys, "align_to_normal") if wide_ui: col = split.column() col.prop(phys, "force", slider=True) col.prop(phys, "elasticity", slider=True) col.prop(phys, "damp", slider=True) class MATERIAL_PT_options(MaterialButtonsPanel): bl_label = "Options" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(mat, "traceable") col.prop(mat, "full_oversampling") col.prop(mat, "use_sky") col.prop(mat, "exclude_mist") col.prop(mat, "invert_z") sub = col.row() sub.prop(mat, "z_offset") sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY' sub = col.column(align=True) sub.label(text="Light Group:") sub.prop(mat, "light_group", text="") row = sub.row() row.active = bool(mat.light_group) row.prop(mat, "light_group_exclusive", text="Exclusive") if wide_ui: col = split.column() col.prop(mat, "face_texture") sub = col.column() sub.active = mat.face_texture sub.prop(mat, "face_texture_alpha") col.separator() col.prop(mat, "vertex_color_paint") col.prop(mat, "vertex_color_light") col.prop(mat, "object_color") class MATERIAL_PT_shadow(MaterialButtonsPanel): bl_label = "Shadow" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(mat, "shadows", text="Receive") col.prop(mat, "receive_transparent_shadows", text="Receive Transparent") col.prop(mat, "only_shadow", text="Shadows Only") col.prop(mat, "cast_shadows_only", text="Cast Only") col.prop(mat, "shadow_casting_alpha", text="Casting Alpha") if wide_ui: col = split.column() col.prop(mat, "cast_buffer_shadows") sub = col.column() sub.active = mat.cast_buffer_shadows sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias") col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias") sub = col.column() sub.active = (not mat.ray_shadow_bias) sub.prop(mat, "shadow_ray_bias", text="Ray Bias") col.prop(mat, "cast_approximate") class MATERIAL_PT_diffuse(MaterialButtonsPanel): bl_label = "Diffuse" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(mat, "diffuse_color", text="") sub = col.column() sub.active = (not mat.shadeless) sub.prop(mat, "diffuse_intensity", text="Intensity") if wide_ui: col = split.column() col.active = (not mat.shadeless) col.prop(mat, "diffuse_shader", text="") col.prop(mat, "use_diffuse_ramp", text="Ramp") col = layout.column() col.active = (not mat.shadeless) if mat.diffuse_shader == 'OREN_NAYAR': col.prop(mat, "roughness") elif mat.diffuse_shader == 'MINNAERT': col.prop(mat, "darkness") elif mat.diffuse_shader == 'TOON': split = col.split() col = split.column() col.prop(mat, "diffuse_toon_size", text="Size") if wide_ui: col = split.column() col.prop(mat, "diffuse_toon_smooth", text="Smooth") elif mat.diffuse_shader == 'FRESNEL': split = col.split() col = split.column() col.prop(mat, "diffuse_fresnel", text="Fresnel") if wide_ui: col = split.column() col.prop(mat, "diffuse_fresnel_factor", text="Factor") if mat.use_diffuse_ramp: layout.separator() layout.template_color_ramp(mat, "diffuse_ramp", expand=True) layout.separator() split = layout.split() col = split.column() col.prop(mat, "diffuse_ramp_input", text="Input") if wide_ui: col = split.column() col.prop(mat, "diffuse_ramp_blend", text="Blend") row = layout.row() row.prop(mat, "diffuse_ramp_factor", text="Factor") class MATERIAL_PT_specular(MaterialButtonsPanel): bl_label = "Specular" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = active_node_mat(context.material) wide_ui = context.region.width > narrowui layout.active = (not mat.shadeless) split = layout.split() col = split.column() col.prop(mat, "specular_color", text="") col.prop(mat, "specular_intensity", text="Intensity") if wide_ui: col = split.column() col.prop(mat, "specular_shader", text="") col.prop(mat, "use_specular_ramp", text="Ramp") col = layout.column() if mat.specular_shader in ('COOKTORR', 'PHONG'): col.prop(mat, "specular_hardness", text="Hardness") elif mat.specular_shader == 'BLINN': split = layout.split() col = split.column() col.prop(mat, "specular_hardness", text="Hardness") if wide_ui: col = split.column() col.prop(mat, "specular_ior", text="IOR") elif mat.specular_shader == 'WARDISO': col.prop(mat, "specular_slope", text="Slope") elif mat.specular_shader == 'TOON': split = layout.split() col = split.column() col.prop(mat, "specular_toon_size", text="Size") if wide_ui: col = split.column() col.prop(mat, "specular_toon_smooth", text="Smooth") if mat.use_specular_ramp: layout.separator() layout.template_color_ramp(mat, "specular_ramp", expand=True) layout.separator() split = layout.split() col = split.column() col.prop(mat, "specular_ramp_input", text="Input") if wide_ui: col = split.column() col.prop(mat, "specular_ramp_blend", text="Blend") row = layout.row() row.prop(mat, "specular_ramp_factor", text="Factor") class MATERIAL_PT_sss(MaterialButtonsPanel): bl_label = "Subsurface Scattering" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw_header(self, context): mat = active_node_mat(context.material) sss = mat.subsurface_scattering self.layout.active = (not mat.shadeless) self.layout.prop(sss, "enabled", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) sss = mat.subsurface_scattering wide_ui = context.region.width > narrowui layout.active = (sss.enabled) and (not mat.shadeless) row = layout.row().split() sub = row.row(align=True).split(percentage=0.75) sub.menu("MATERIAL_MT_sss_presets", text="Presets") sub.operator("material.sss_preset_add", text="Add") split = layout.split() col = split.column() col.prop(sss, "ior") col.prop(sss, "scale") col.prop(sss, "color", text="") col.prop(sss, "radius", text="RGB Radius", expand=True) if wide_ui: col = split.column() sub = col.column(align=True) sub.label(text="Blend:") sub.prop(sss, "color_factor", text="Color") sub.prop(sss, "texture_factor", text="Texture") sub.label(text="Scattering Weight:") sub.prop(sss, "front") sub.prop(sss, "back") col.separator() col.prop(sss, "error_tolerance", text="Error") class MATERIAL_PT_mirror(MaterialButtonsPanel): bl_label = "Mirror" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw_header(self, context): raym = active_node_mat(context.material).raytrace_mirror self.layout.prop(raym, "enabled", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) raym = mat.raytrace_mirror wide_ui = context.region.width > narrowui layout.active = raym.enabled split = layout.split() col = split.column() col.prop(raym, "reflect_factor") col.prop(mat, "mirror_color", text="") if wide_ui: col = split.column() col.prop(raym, "fresnel") sub = col.column() sub.active = raym.fresnel > 0 sub.prop(raym, "fresnel_factor", text="Blend") split = layout.split() col = split.column() col.separator() col.prop(raym, "distance", text="Max Dist") col.prop(raym, "depth") col.separator() sub = col.split(percentage=0.4) sub.label(text="Fade To:") sub.prop(raym, "fade_to", text="") if wide_ui: col = split.column() col.label(text="Gloss:") col.prop(raym, "gloss_factor", text="Amount") sub = col.column() sub.active = raym.gloss_factor < 1.0 sub.prop(raym, "gloss_threshold", text="Threshold") sub.prop(raym, "gloss_samples", text="Samples") sub.prop(raym, "gloss_anisotropic", text="Anisotropic") class MATERIAL_PT_transp(MaterialButtonsPanel): bl_label = "Transparency" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES) def draw_header(self, context): mat = active_node_mat(context.material) self.layout.prop(mat, "transparency", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) rayt = mat.raytrace_transparency wide_ui = context.region.width > narrowui row = layout.row() row.active = mat.transparency and (not mat.shadeless) if wide_ui: row.prop(mat, "transparency_method", expand=True) else: row.prop(mat, "transparency_method", text="") split = layout.split() col = split.column() col.prop(mat, "alpha") row = col.row() row.active = mat.transparency and (not mat.shadeless) row.prop(mat, "specular_alpha", text="Specular") if wide_ui: col = split.column() col.active = (not mat.shadeless) col.prop(rayt, "fresnel") sub = col.column() sub.active = rayt.fresnel > 0 sub.prop(rayt, "fresnel_factor", text="Blend") if mat.transparency_method == 'RAYTRACE': layout.separator() split = layout.split() split.active = mat.transparency col = split.column() col.prop(rayt, "ior") col.prop(rayt, "filter") col.prop(rayt, "falloff") col.prop(rayt, "limit") col.prop(rayt, "depth") if wide_ui: col = split.column() col.label(text="Gloss:") col.prop(rayt, "gloss_factor", text="Amount") sub = col.column() sub.active = rayt.gloss_factor < 1.0 sub.prop(rayt, "gloss_threshold", text="Threshold") sub.prop(rayt, "gloss_samples", text="Samples") class MATERIAL_PT_transp_game(MaterialButtonsPanel): bl_label = "Transparency" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_GAME'} def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render.engine return mat and (engine in self.COMPAT_ENGINES) def draw_header(self, context): mat = active_node_mat(context.material) self.layout.prop(mat, "transparency", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) rayt = mat.raytrace_transparency wide_ui = context.region.width > narrowui row = layout.row() row.active = mat.transparency and (not mat.shadeless) if wide_ui: row.prop(mat, "transparency_method", expand=True) else: row.prop(mat, "transparency_method", text="") split = layout.split() col = split.column() col.prop(mat, "alpha") class MATERIAL_PT_halo(MaterialButtonsPanel): bl_label = "Halo" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout mat = context.material # dont use node material halo = mat.halo wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(mat, "diffuse_color", text="") col.prop(halo, "size") col.prop(halo, "hardness") col.prop(halo, "add") col.label(text="Options:") col.prop(halo, "texture") col.prop(halo, "vertex_normal") col.prop(halo, "xalpha") col.prop(halo, "shaded") col.prop(halo, "soft") if wide_ui: col = split.column() col.prop(halo, "ring") sub = col.column() sub.active = halo.ring sub.prop(halo, "rings") sub.prop(mat, "mirror_color", text="") col.separator() col.prop(halo, "lines") sub = col.column() sub.active = halo.lines sub.prop(halo, "line_number", text="Lines") sub.prop(mat, "specular_color", text="") col.separator() col.prop(halo, "star") sub = col.column() sub.active = halo.star sub.prop(halo, "star_tips") class MATERIAL_PT_flare(MaterialButtonsPanel): bl_label = "Flare" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES) def draw_header(self, context): halo = context.material.halo self.layout.prop(halo, "flare_mode", text="") def draw(self, context): layout = self.layout mat = context.material # dont use node material halo = mat.halo wide_ui = context.region.width > narrowui layout.active = halo.flare_mode split = layout.split() col = split.column() col.prop(halo, "flare_size", text="Size") col.prop(halo, "flare_boost", text="Boost") col.prop(halo, "flare_seed", text="Seed") if wide_ui: col = split.column() col.prop(halo, "flares_sub", text="Subflares") col.prop(halo, "flare_subsize", text="Subsize") class VolumeButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "material" def poll(self, context): mat = context.material engine = context.scene.render.engine return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES) class MATERIAL_PT_volume_density(VolumeButtonsPanel): bl_label = "Density" bl_default_closed = False COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(vol, "density") if wide_ui: col = split.column() col.prop(vol, "density_scale") class MATERIAL_PT_volume_shading(VolumeButtonsPanel): bl_label = "Shading" bl_default_closed = False COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(vol, "scattering") col.prop(vol, "asymmetry") col.prop(vol, "transmission_color") if wide_ui: col = split.column() sub = col.column(align=True) sub.prop(vol, "emission") sub.prop(vol, "emission_color", text="") sub = col.column(align=True) sub.prop(vol, "reflection") sub.prop(vol, "reflection_color", text="") class MATERIAL_PT_volume_lighting(VolumeButtonsPanel): bl_label = "Lighting" bl_default_closed = False COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(vol, "lighting_mode", text="") if wide_ui: col = split.column() if vol.lighting_mode == 'SHADED': col.prop(vol, "external_shadows") col.prop(vol, "light_cache") sub = col.column() sub.active = vol.light_cache sub.prop(vol, "cache_resolution") elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'): sub = col.column() sub.enabled = True sub.active = False sub.prop(vol, "light_cache") col.prop(vol, "cache_resolution") sub = col.column(align=True) sub.prop(vol, "ms_diffusion") sub.prop(vol, "ms_spread") sub.prop(vol, "ms_intensity") class MATERIAL_PT_volume_transp(VolumeButtonsPanel): bl_label = "Transparency" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout mat = context.material # dont use node material wide_ui = context.region.width > narrowui if wide_ui: layout.prop(mat, "transparency_method", expand=True) else: layout.prop(mat, "transparency_method", text="") class MATERIAL_PT_volume_integration(VolumeButtonsPanel): bl_label = "Integration" bl_default_closed = False COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.label(text="Step Calculation:") col.prop(vol, "step_calculation", text="") col = col.column(align=True) col.prop(vol, "step_size") if wide_ui: col = split.column() col.label() col.prop(vol, "depth_cutoff") classes = [ MATERIAL_PT_context_material, MATERIAL_PT_preview, MATERIAL_PT_diffuse, MATERIAL_PT_specular, MATERIAL_PT_shading, MATERIAL_PT_transp, MATERIAL_PT_mirror, MATERIAL_PT_sss, MATERIAL_PT_halo, MATERIAL_PT_flare, MATERIAL_PT_physics, MATERIAL_PT_strand, MATERIAL_PT_options, MATERIAL_PT_shadow, MATERIAL_PT_transp_game, MATERIAL_MT_sss_presets, MATERIAL_MT_specials, MATERIAL_PT_volume_density, MATERIAL_PT_volume_shading, MATERIAL_PT_volume_lighting, MATERIAL_PT_volume_transp, MATERIAL_PT_volume_integration, MATERIAL_PT_custom_props] def register(): register = bpy.types.register for cls in classes: register(cls) def unregister(): unregister = bpy.types.unregister for cls in classes: unregister(cls) if __name__ == "__main__": register()