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|
#
# Copyright 2011, Blender Foundation.
#
# 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.
#
# <pep8 compliant>
import bpy
from bpy.props import (BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
PointerProperty)
import math
from . import enums
class CyclesRenderSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Scene.cycles = PointerProperty(
name="Cycles Render Settings",
description="Cycles render settings",
type=cls,
)
cls.device = EnumProperty(
name="Device",
description="Device to use for rendering",
items=enums.devices,
default='CPU',
)
cls.feature_set = EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enums.feature_set,
default='SUPPORTED',
)
cls.shading_system = EnumProperty(
name="Shading System",
description="Shading system to use for rendering",
items=enums.shading_systems,
default='GPU_COMPATIBLE',
)
cls.progressive = BoolProperty(
name="Progressive",
description="Use progressive sampling of lighting",
default=True,
)
cls.samples = IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=2147483647,
default=10,
)
cls.preview_samples = IntProperty(
name="Preview Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=2147483647,
default=10,
)
cls.preview_pause = BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
default=False,
)
cls.preview_active_layer = BoolProperty(
name="Preview Active Layer",
description="Preview active render layer in viewport",
default=False,
)
cls.aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render for each pixel",
min=1, max=10000,
default=4,
)
cls.preview_aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render in the viewport, unlimited if 0",
min=0, max=10000,
default=4,
)
cls.diffuse_samples = IntProperty(
name="Diffuse Samples",
description="Number of diffuse bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.glossy_samples = IntProperty(
name="Glossy Samples",
description="Number of glossy bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.transmission_samples = IntProperty(
name="Transmission Samples",
description="Number of transmission bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.ao_samples = IntProperty(
name="Ambient Occlusion Samples",
description="Number of ambient occlusion samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.mesh_light_samples = IntProperty(
name="Mesh Light Samples",
description="Number of mesh emission light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.no_caustics = BoolProperty(
name="No Caustics",
description="Leave out caustics, resulting in a darker image with less noise",
default=False,
)
cls.blur_glossy = FloatProperty(
name="Filter Glossy",
description="Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy",
min=0.0, max=10.0,
default=0.0,
)
cls.min_bounces = IntProperty(
name="Min Bounces",
description="Minimum number of bounces, setting this lower "
"than the maximum enables probabilistic path "
"termination (faster but noisier)",
min=0, max=1024,
default=3,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
min=0, max=1024,
default=8,
)
cls.diffuse_bounces = IntProperty(
name="Diffuse Bounces",
description="Maximum number of diffuse reflection bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.glossy_bounces = IntProperty(
name="Glossy Bounces",
description="Maximum number of glossy reflection bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.transmission_bounces = IntProperty(
name="Transmission Bounces",
description="Maximum number of transmission bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.transparent_min_bounces = IntProperty(
name="Transparent Min Bounces",
description="Minimum number of transparent bounces, setting "
"this lower than the maximum enables "
"probabilistic path termination (faster but "
"noisier)",
min=0, max=1024,
default=8,
)
cls.transparent_max_bounces = IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
min=0, max=1024,
default=8,
)
cls.use_transparent_shadows = BoolProperty(
name="Transparent Shadows",
description="Use transparency of surfaces for rendering shadows",
default=True,
)
cls.film_exposure = FloatProperty(
name="Exposure",
description="Image brightness scale",
min=0.0, max=10.0,
default=1.0,
)
cls.film_transparent = BoolProperty(
name="Transparent",
description="World background is transparent",
default=False,
)
cls.filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enums.filter_types,
default='GAUSSIAN',
)
cls.filter_width = FloatProperty(
name="Filter Width",
description="Pixel filter width",
min=0.01, max=10.0,
default=1.5,
)
cls.seed = IntProperty(
name="Seed",
description="Seed value for integrator to get different noise patterns",
min=0, max=2147483647,
default=0,
)
cls.sample_clamp = FloatProperty(
name="Clamp",
description="If non-zero, the maximum value for a sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=0.0,
)
cls.debug_tile_size = IntProperty(
name="Tile Size",
description="",
min=1, max=4096,
default=1024,
)
cls.preview_start_resolution = IntProperty(
name="Start Resolution",
description="Resolution to start rendering preview at, progressively increasing it to the full viewport size",
min=8, max=16384,
default=64,
)
cls.debug_reset_timeout = FloatProperty(
name="Reset timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
cls.debug_cancel_timeout = FloatProperty(
name="Cancel timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
cls.debug_text_timeout = FloatProperty(
name="Text timeout",
description="",
min=0.01, max=10.0,
default=1.0,
)
cls.debug_bvh_type = EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
items=enums.bvh_types,
default='DYNAMIC_BVH',
)
cls.debug_use_spatial_splits = BoolProperty(
name="Use Spatial Splits",
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
cls.use_cache = BoolProperty(
name="Cache BVH",
description="Cache last built BVH to disk for faster re-render if no geometry changed",
default=False,
)
cls.use_progressive_refine = BoolProperty(
name="Progressive Refine",
description="Instead of rendering each tile until it is finished, refine the whole image progressively. This renders somewhat slower, but time can be saved by manually stopping the render when the noise is low enough.",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Scene.cycles
class CyclesCameraSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Camera.cycles = PointerProperty(
name="Cycles Camera Settings",
description="Cycles camera settings",
type=cls,
)
cls.aperture_type = EnumProperty(
name="Aperture Type",
description="Use F/stop number or aperture radius",
items=enums.aperture_types,
default='RADIUS',
)
cls.aperture_fstop = FloatProperty(
name="Aperture F/stop",
description="F/stop ratio (lower numbers give more defocus, higher numbers give a sharper image)",
min=0.0, soft_min=0.1, soft_max=64.0,
default=5.6,
step=10,
precision=1,
)
cls.aperture_size = FloatProperty(
name="Aperture Size",
description="Radius of the aperture for depth of field (higher values give more defocus)",
min=0.0, soft_max=10.0,
default=0.0,
step=1,
precision=4,
)
cls.aperture_blades = IntProperty(
name="Aperture Blades",
description="Number of blades in aperture for polygonal bokeh (at least 3)",
min=0, max=100,
default=0,
)
cls.aperture_rotation = FloatProperty(
name="Aperture Rotation",
description="Rotation of blades in aperture",
soft_min=-math.pi, soft_max=math.pi,
subtype='ANGLE',
default=0,
)
cls.panorama_type = EnumProperty(
name="Panorama Type",
description="Distortion to use for the calculation",
items=enums.panorama_types,
default='FISHEYE_EQUISOLID',
)
cls.fisheye_fov = FloatProperty(
name="Field of View",
description="Field of view for the fisheye lens",
min=0.1745, soft_max=2 * math.pi, max=10.0 * math.pi,
subtype='ANGLE',
default=math.pi,
)
cls.fisheye_lens = FloatProperty(
name="Fisheye Lens",
description="Lens focal length (mm)",
min=0.01, soft_max=15.0, max=100.0,
default=10.5,
)
@classmethod
def unregister(cls):
del bpy.types.Camera.cycles
class CyclesMaterialSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(
name="Cycles Material Settings",
description="Cycles material settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources",
default=True,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere, for faster rendering",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Material.cycles
class CyclesLampSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Lamp.cycles = PointerProperty(
name="Cycles Lamp Settings",
description="Cycles lamp settings",
type=cls,
)
cls.cast_shadow = BoolProperty(
name="Cast Shadow",
description="Lamp casts shadows",
default=True,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
@classmethod
def unregister(cls):
del bpy.types.Lamp.cycles
class CyclesWorldSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.World.cycles = PointerProperty(
name="Cycles World Settings",
description="Cycles world settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for the environment, enabling for non-solid colors is recommended",
default=False,
)
cls.sample_map_resolution = IntProperty(
name="Map Resolution",
description="Importance map size is resolution x resolution; higher values potentially produce less noise, at the cost of memory and speed",
min=4, max=8096,
default=256,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=4,
)
@classmethod
def unregister(cls):
del bpy.types.World.cycles
class CyclesVisibilitySettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Object.cycles_visibility = PointerProperty(
name="Cycles Visibility Settings",
description="Cycles visibility settings",
type=cls,
)
cls.camera = BoolProperty(
name="Camera",
description="Object visibility for camera rays",
default=True,
)
cls.diffuse = BoolProperty(
name="Diffuse",
description="Object visibility for diffuse reflection rays",
default=True,
)
cls.glossy = BoolProperty(
name="Glossy",
description="Object visibility for glossy reflection rays",
default=True,
)
cls.transmission = BoolProperty(
name="Transmission",
description="Object visibility for transmission rays",
default=True,
)
cls.shadow = BoolProperty(
name="Shadow",
description="Object visibility for shadow rays",
default=True,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles_visibility
class CyclesMeshSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Mesh.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.Curve.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.MetaBall.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
cls.displacement_method = EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enums.displacement_methods,
default='BUMP',
)
cls.use_subdivision = BoolProperty(
name="Use Subdivision",
description="Subdivide mesh for rendering",
default=False,
)
cls.dicing_rate = FloatProperty(
name="Dicing Rate",
description="",
min=0.001, max=1000.0,
default=1.0,
)
@classmethod
def unregister(cls):
del bpy.types.Mesh.cycles
del bpy.types.Curve.cycles
del bpy.types.MetaBall.cycles
def register():
bpy.utils.register_class(CyclesRenderSettings)
bpy.utils.register_class(CyclesCameraSettings)
bpy.utils.register_class(CyclesMaterialSettings)
bpy.utils.register_class(CyclesLampSettings)
bpy.utils.register_class(CyclesWorldSettings)
bpy.utils.register_class(CyclesVisibilitySettings)
bpy.utils.register_class(CyclesMeshSettings)
def unregister():
bpy.utils.unregister_class(CyclesRenderSettings)
bpy.utils.unregister_class(CyclesCameraSettings)
bpy.utils.unregister_class(CyclesMaterialSettings)
bpy.utils.unregister_class(CyclesLampSettings)
bpy.utils.unregister_class(CyclesWorldSettings)
bpy.utils.unregister_class(CyclesMeshSettings)
bpy.utils.unregister_class(CyclesVisibilitySettings)
|