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
|
import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (context.world != None) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
class WORLD_PT_preview(WorldButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
world = context.world
layout.template_preview(world)
class WORLD_PT_context_world(WorldButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
world = context.world
if world:
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_mist(WorldButtonsPanel):
__label__ = "Mist"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
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", slider=True)
layout.itemR(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
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, "color_randomization", text="Colors")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
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)
split = layout.split()
col = split.column()
col.itemL(text="Attenuation:")
col.itemR(ao, "distance")
col.itemR(ao, "falloff")
sub = col.row()
sub.active = ao.falloff
sub.itemR(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "sample_method", text="")
sub = col.column(align=True)
sub.itemR(ao, "samples")
if ao.sample_method == 'ADAPTIVE_QMC':
sub.itemR(ao, "threshold")
sub.itemR(ao, "adapt_to_speed")
elif ao.sample_method == 'CONSTANT_JITTERED':
sub.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "error_tolerance", text="Error")
col.itemR(ao, "pixel_cache")
col.itemR(ao, "correction")
col = layout.column()
col.itemL(text="Influence:")
col.row().itemR(ao, "blend_mode", expand=True)
split = layout.split()
col = split.column()
col.itemR(ao, "energy")
col = split.column()
colsub = col.split(percentage=0.3)
colsub.itemL(text="Color:")
colsub.itemR(ao, "color", text="")
bpy.types.register(WORLD_PT_context_world)
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)
|