Welcome to mirror list, hosted at ThFree Co, Russian Federation.

properties_material.py « ui « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 50fc0a7ded99a5b895e78e8846bf5b8f14c37e52 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
# ##### 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>
import bpy

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 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_data.engine
        return mat and (engine in self.COMPAT_ENGINES)


class MATERIAL_PT_preview(MaterialButtonsPanel):
    bl_label = "Preview"
    COMPAT_ENGINES = set(['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 = set(['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_data.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, "materials", ob, "active_material_index", rows=2)

            col = row.column(align=True)
            col.operator("object.material_slot_add", icon='ICON_ZOOMIN', text="")
            col.operator("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
            col.operator("object.material_slot_copy", icon='ICON_COPY_ID', 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_shading(MaterialButtonsPanel):
    bl_label = "Shading"
    COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = context.material
        engine = context.scene.render_data.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 = set(['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 = set(['BLENDER_RENDER', 'BLENDER_GAME'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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, "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 = set(['BLENDER_RENDER', 'BLENDER_GAME'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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")


class MATERIAL_PT_diffuse(MaterialButtonsPanel):
    bl_label = "Diffuse"
    COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER', 'BLENDER_GAME'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = active_node_mat(context.material)
        engine = context.scene.render_data.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_halo(MaterialButtonsPanel):
    bl_label = "Halo"
    COMPAT_ENGINES = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = context.material
        engine = context.scene.render_data.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 = set(['BLENDER_RENDER'])

    def poll(self, context):
        mat = context.material
        engine = context.scene.render_data.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")

bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_shading)
bpy.types.register(MATERIAL_PT_transp)
bpy.types.register(MATERIAL_PT_mirror)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_flare)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadow)


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_data.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 = set(['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 = set(['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 = set(['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 = set(['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 = set(['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")

bpy.types.register(MATERIAL_MT_sss_presets)

bpy.types.register(MATERIAL_PT_volume_density)
bpy.types.register(MATERIAL_PT_volume_shading)
bpy.types.register(MATERIAL_PT_volume_lighting)
bpy.types.register(MATERIAL_PT_volume_transp)
bpy.types.register(MATERIAL_PT_volume_integration)