import bpy class WorldButtonsPanel(bpy.types.Panel): __space_type__ = "BUTTONS_WINDOW" __region_type__ = "WINDOW" __context__ = "world" def poll(self, context): return (context.world != None) class WORLD_PT_preview(WorldButtonsPanel): __label__ = "Preview" def poll(self, context): return (context.scene or context.world) def draw(self, context): layout = self.layout world = context.world layout.template_preview(world) class WORLD_PT_world(WorldButtonsPanel): __label__ = "World" def poll(self, context): return (context.scene != None) def draw(self, context): layout = self.layout scene = context.scene world = context.world space = context.space_data split = layout.split(percentage=0.65) if scene: split.template_ID(context, scene, "world", new="WORLD_OT_new") elif world: split.template_ID(context, space, "pin_id") split.itemS() if world: layout.itemS() row = layout.row() row.itemR(world, "blend_sky") row.itemR(world, "paper_sky") row.itemR(world, "real_sky") row = layout.row() row.column().itemR(world, "horizon_color") col = row.column() col.itemR(world, "zenith_color") col.active = world.blend_sky row.column().itemR(world, "ambient_color") class WORLD_PT_color_correction(WorldButtonsPanel): __label__ = "Color Correction" def draw(self, context): layout = self.layout world = context.world row = layout.row() row.itemR(world, "exposure") row.itemR(world, "range") class WORLD_PT_mist(WorldButtonsPanel): __label__ = "Mist" def draw_header(self, context): layout = self.layout world = context.world layout.itemR(world.mist, "enabled", text="") def draw(self, context): layout = self.layout world = context.world layout.active = world.mist.enabled flow = layout.column_flow() flow.itemR(world.mist, "start") flow.itemR(world.mist, "depth") flow.itemR(world.mist, "height") flow.itemR(world.mist, "intensity") col = layout.column() col.itemL(text="Fallof:") col.row().itemR(world.mist, "falloff", expand=True) class WORLD_PT_stars(WorldButtonsPanel): __label__ = "Stars" def draw_header(self, context): layout = self.layout world = context.world layout.itemR(world.stars, "enabled", text="") def draw(self, context): layout = self.layout world = context.world layout.active = world.stars.enabled flow = layout.column_flow() flow.itemR(world.stars, "size") flow.itemR(world.stars, "min_distance", text="Min. Dist") flow.itemR(world.stars, "average_separation", text="Separation") flow.itemR(world.stars, "color_randomization", text="Random") class WORLD_PT_ambient_occlusion(WorldButtonsPanel): __label__ = "Ambient Occlusion" def draw_header(self, context): layout = self.layout world = context.world layout.itemR(world.ambient_occlusion, "enabled", text="") def draw(self, context): layout = self.layout ao = context.world.ambient_occlusion layout.active = ao.enabled layout.itemR(ao, "gather_method", expand=True) if ao.gather_method == 'RAYTRACE': split = layout.split() col = split.column() col.itemR(ao, "samples") col.itemR(ao, "distance") col = split.column() col.itemR(ao, "falloff") colsub = col.column() colsub.active = ao.falloff colsub.itemR(ao, "strength") layout.itemR(ao, "sample_method") if ao.sample_method == 'ADAPTIVE_QMC': row = layout.row() row.itemR(ao, "threshold") row.itemR(ao, "adapt_to_speed") if ao.sample_method == 'CONSTANT_JITTERED': row = layout.row() row.itemR(ao, "bias") if ao.gather_method == 'APPROXIMATE': split = layout.split() col = split.column() col.itemR(ao, "passes") col.itemR(ao, "error_tolerance", text="Error") col.itemR(ao, "correction") col = split.column() col.itemR(ao, "falloff") colsub = col.column() colsub.active = ao.falloff colsub.itemR(ao, "strength") col.itemR(ao, "pixel_cache") col = layout.column() col.row().itemR(ao, "blend_mode", expand=True) col.row().itemR(ao, "color", expand=True) col.itemR(ao, "energy") bpy.types.register(WORLD_PT_preview) bpy.types.register(WORLD_PT_world) bpy.types.register(WORLD_PT_ambient_occlusion) bpy.types.register(WORLD_PT_mist) bpy.types.register(WORLD_PT_stars) bpy.types.register(WORLD_PT_color_correction)