WIP update PsychoBlend for Blender 3.x.

This just makes the UI not break.  Exporting/rendering still
doesn't work.
This commit is contained in:
Nathan Vegdahl 2022-08-06 13:45:52 -07:00
parent 1d05063190
commit 6d7b8b280f
3 changed files with 381 additions and 93 deletions

View File

@ -2,20 +2,15 @@ bl_info = {
"name": "PsychoBlend",
"version": (0, 1),
"author": "Nathan Vegdahl",
"blender": (2, 70, 0),
"blender": (3, 1, 0),
"description": "Psychopath renderer integration",
"location": "",
"wiki_url": "https://github.com/cessen/psychopath/wiki",
"tracker_url": "https://github.com/cessen/psychopath/issues",
"category": "Render"}
# "wiki_url": "https://github.com/cessen/psychopath/wiki",
# "tracker_url": "https://github.com/cessen/psychopath/issues",
"category": "Render"
}
if "bpy" in locals():
import imp
imp.reload(ui)
imp.reload(psy_export)
imp.reload(render)
else:
from . import ui, psy_export, render
import bpy
@ -33,53 +28,46 @@ from bpy.props import (StringProperty,
)
# Custom Scene settings
# Custom Scene settings.
class RenderPsychopathSettingsScene(PropertyGroup):
spp = IntProperty(
spp: IntProperty(
name="Samples Per Pixel", description="Total number of samples to take per pixel",
min=1, max=65536, default=16
)
bucket_size = IntProperty(
bucket_size: IntProperty(
name="Bucket Size", description="The height and width of each render bucket in pixels.",
min=1, max=4096, soft_max=256, default=32
)
dicing_rate = FloatProperty(
dicing_rate: FloatProperty(
name="Dicing Rate", description="The target microgeometry width in pixels",
min=0.0001, max=100.0, soft_min=0.125, soft_max=1.0, default=0.25
)
motion_blur_segments = IntProperty(
motion_blur_segments: IntProperty(
name="Motion Segments", description="The number of segments to use in motion blur. Zero means no motion blur. Will be rounded down to the nearest power of two.",
min=0, max=256, default=0
)
shutter_start = FloatProperty(
shutter_start: FloatProperty(
name="Shutter Open", description="The time during the frame that the shutter opens, for motion blur",
min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0
)
shutter_end = FloatProperty(
shutter_end: FloatProperty(
name="Shutter Close", description="The time during the frame that the shutter closes, for motion blur",
min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5
)
export_path = StringProperty(
export_path: StringProperty(
name="Export Path", description="The path to where the .psy files should be exported when rendering. If left blank, /tmp or the equivalent is used.",
subtype='FILE_PATH'
)
# Custom Camera properties
class PsychopathCamera(bpy.types.PropertyGroup):
aperture_radius = FloatProperty(
name="Aperture Radius", description="Size of the camera's aperture, for DoF",
min=0.0, max=10000.0, soft_min=0.0, soft_max=2.0, default=0.0
)
# Psychopath material
# Psychopath material.
class PsychopathLight(bpy.types.PropertyGroup):
color_type = EnumProperty(
color_type: EnumProperty(
name="Color Type", description="",
items=[
('Rec709', 'Rec709', ""),
@ -89,27 +77,27 @@ class PsychopathLight(bpy.types.PropertyGroup):
default="Rec709"
)
color_blackbody_temp = FloatProperty(
color_blackbody_temp: FloatProperty(
name="Temperature", description="Blackbody temperature in kelvin",
min=0.0, soft_min=800.0, soft_max=6500.0, default=1200.0
)
# Custom Mesh properties
# Custom Mesh properties.
class PsychopathMesh(bpy.types.PropertyGroup):
is_subdivision_surface = BoolProperty(
is_subdivision_surface: BoolProperty(
name="Is Subdivision Surface", description="Whether this is a sibdivision surface or just a normal mesh",
default=False
)
# Psychopath material
class PsychopathMaterial(bpy.types.PropertyGroup):
surface_shader_type = EnumProperty(
surface_shader_type: EnumProperty(
name="Surface Shader Type", description="",
items=[('Emit', 'Emit', ""), ('Lambert', 'Lambert', ""), ('GGX', 'GGX', "")],
default="Lambert"
)
color_type = EnumProperty(
color_type: EnumProperty(
name="Color Type", description="",
items=[
('Rec709', 'Rec709', ""),
@ -119,39 +107,47 @@ class PsychopathMaterial(bpy.types.PropertyGroup):
default="Rec709"
)
color = FloatVectorProperty(
color: FloatVectorProperty(
name="Color", description="",
subtype='COLOR',
min=0.0, soft_min=0.0, soft_max = 1.0,
default=[0.8,0.8,0.8]
)
color_blackbody_temp = FloatProperty(
color_blackbody_temp: FloatProperty(
name="Temperature", description="Blackbody temperature in kelvin",
min=0.0, soft_min=800.0, soft_max=6500.0, default=1200.0
)
roughness = FloatProperty(
roughness: FloatProperty(
name="Roughness", description="",
min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1
)
tail_shape = FloatProperty(
tail_shape: FloatProperty(
name="Tail Shape", description="",
min=0.0, max=8.0, soft_min=1.0, soft_max=3.0, default=2.0
)
fresnel = FloatProperty(
fresnel: FloatProperty(
name="Fresnel", description="",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.9
)
# Psychopath world.
class PsychopathWorld(bpy.types.PropertyGroup):
background_color: FloatVectorProperty(
name="Background Color", description="",
subtype='COLOR',
min=0.0, soft_min=0.0, soft_max = 1.0,
default=[0.8,0.8,0.8]
)
# Addon Preferences
# Addon Preferences.
class PsychopathPreferences(AddonPreferences):
bl_idname = __name__
filepath_psychopath = StringProperty(
filepath_psychopath: StringProperty(
name="Psychopath Location",
description="Path to renderer executable",
subtype='DIR_PATH',
@ -166,15 +162,15 @@ class PsychopathPreferences(AddonPreferences):
def register():
bpy.utils.register_class(PsychopathPreferences)
bpy.utils.register_class(RenderPsychopathSettingsScene)
bpy.utils.register_class(PsychopathCamera)
bpy.utils.register_class(PsychopathLight)
bpy.utils.register_class(PsychopathMesh)
bpy.utils.register_class(PsychopathMaterial)
bpy.utils.register_class(PsychopathWorld)
bpy.types.Scene.psychopath = PointerProperty(type=RenderPsychopathSettingsScene)
bpy.types.Camera.psychopath = PointerProperty(type=PsychopathCamera)
bpy.types.Lamp.psychopath = PointerProperty(type=PsychopathLight)
bpy.types.Light.psychopath = PointerProperty(type=PsychopathLight)
bpy.types.Mesh.psychopath = PointerProperty(type=PsychopathMesh)
bpy.types.Material.psychopath = PointerProperty(type=PsychopathMaterial)
bpy.types.World.psychopath = PointerProperty(type=PsychopathWorld)
render.register()
ui.register()
@ -182,14 +178,14 @@ def register():
def unregister():
bpy.utils.unregister_class(PsychopathPreferences)
bpy.utils.unregister_class(RenderPsychopathSettingsScene)
bpy.utils.unregister_class(PsychopathCamera)
bpy.utils.unregister_class(PsychopathLight)
bpy.utils.unregister_class(PsychopathMesh)
bpy.utils.unregister_class(PsychopathMaterial)
bpy.utils.unregister_class(PsychopathWorld)
del bpy.types.Scene.psychopath
del bpy.types.Camera.psychopath
del bpy.types.Lamp.psychopath
del bpy.types.Light.psychopath
del bpy.types.Mesh.psychopath
del bpy.types.Material.psychopath
del bpy.types.World.psychopath
render.unregister()
ui.unregister()

View File

@ -9,7 +9,48 @@ from . import psy_export
class PsychopathRender(bpy.types.RenderEngine):
bl_idname = 'PSYCHOPATH_RENDER'
bl_label = "Psychopath"
DELAY = 1.0
bl_use_preview = False
def __init__(self):
pass
def __del__(self):
pass
def update(self, data, depsgraph):
print("Psychopath scene update!")
def render(self, depsgraph):
print("Psychopath render!")
scene = depsgraph.scene
scale = scene.render.resolution_percentage / 100.0
self.size_x = int(scene.render.resolution_x * scale)
self.size_y = int(scene.render.resolution_y * scale)
# Fill the render result with a flat color. The framebuffer is
# defined as a list of pixels, each pixel itself being a list of
# R,G,B,A values.
if self.is_preview:
color = [0.1, 0.2, 0.1, 1.0]
else:
color = [0.2, 0.1, 0.1, 1.0]
pixel_count = self.size_x * self.size_y
rect = [color] * pixel_count
# Here we write the pixel values to the RenderResult
result = self.begin_result(0, 0, self.size_x, self.size_y)
layer = result.layers[0].passes["Combined"]
layer.rect = rect
self.end_result(result)
def view_update(self, context, depsgraph):
pass
def view_draw(self, context, depsgraph):
pass
#----------------------------------------------------------
@staticmethod
def _locate_binary():
@ -23,7 +64,7 @@ class PsychopathRender(bpy.types.RenderEngine):
else:
print("User Preference to psychopath %r NOT FOUND, checking $PATH" % psy_binary)
# search the path all os's
# Search for the path.
psy_binary_default = "psychopath"
os_path_ls = os.getenv("PATH").split(':') + [""]

View File

@ -1,18 +1,292 @@
import bpy
# Use some of the existing buttons.
from bl_ui import properties_render
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
del properties_render
#--------------------------------------------------------------
# Specify which existing Blender UI panels Psychopath
# uses/is compatible with.
from bl_ui import properties_data_camera
properties_data_camera.DATA_PT_lens.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
properties_data_camera.DATA_PT_camera.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
properties_data_camera.DATA_PT_camera_display.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
properties_data_camera.DATA_PT_custom_props_camera.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
del properties_data_camera
import bl_ui
def register_engine_with_panels(area, list):
# TODO: reverse this, so we're checking if the list item is
# in the real panels, and throw an error if it's not. That
# way things don't just silently fail.
for p in list:
eval("bl_ui.{}.{}.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')".format(area, p))
register_engine_with_panels(
"properties_render",
[
"RENDER_PT_color_management",
"RENDER_PT_color_management_curves",
]
)
register_engine_with_panels(
"properties_output",
[
"RENDER_PT_encoding",
"RENDER_PT_encoding_audio",
"RENDER_PT_encoding_video",
"RENDER_PT_format",
"RENDER_PT_frame_range",
"RENDER_PT_output",
"RENDER_PT_output_views",
"RENDER_PT_post_processing",
"RENDER_PT_stamp",
"RENDER_PT_stamp_burn",
"RENDER_PT_stamp_note",
# "RENDER_PT_stereoscopy",
"RENDER_PT_time_stretching",
]
)
register_engine_with_panels(
"properties_view_layer",
[
"VIEWLAYER_PT_layer",
]
)
register_engine_with_panels(
"properties_data_camera",
[
"DATA_PT_context_camera",
"DATA_PT_custom_props_camera",
"DATA_PT_camera",
"DATA_PT_lens",
"DATA_PT_camera_dof",
"DATA_PT_camera_dof_aperture",
"DATA_PT_camera_display",
"DATA_PT_camera_display_composition_guides",
"DATA_PT_camera_safe_areas",
"DATA_PT_camera_safe_areas_center_cut",
"DATA_PT_camera_background_image",
]
)
register_engine_with_panels(
"properties_data_mesh",
[
"DATA_PT_context_mesh",
"DATA_PT_custom_props_mesh",
"DATA_PT_customdata",
"DATA_PT_face_maps",
"DATA_PT_mesh_attributes",
"DATA_PT_normals",
"DATA_PT_remesh",
"DATA_PT_sculpt_vertex_colors",
"DATA_PT_shape_keys",
"DATA_PT_texture_space",
"DATA_PT_uv_texture",
"DATA_PT_vertex_colors",
"DATA_PT_vertex_groups",
]
)
register_engine_with_panels(
"properties_particle",
[
"PARTICLE_MT_context_menu",
"PARTICLE_PT_boidbrain",
"PARTICLE_PT_cache",
"PARTICLE_PT_children",
"PARTICLE_PT_children_clumping",
"PARTICLE_PT_children_clumping_noise",
"PARTICLE_PT_children_kink",
"PARTICLE_PT_children_parting",
"PARTICLE_PT_children_roughness",
"PARTICLE_PT_context_particles",
"PARTICLE_PT_custom_props",
"PARTICLE_PT_draw",
"PARTICLE_PT_emission",
"PARTICLE_PT_emission_source",
"PARTICLE_PT_field_weights",
"PARTICLE_PT_force_fields",
"PARTICLE_PT_force_fields_type1",
"PARTICLE_PT_force_fields_type1_falloff",
"PARTICLE_PT_force_fields_type2",
"PARTICLE_PT_force_fields_type2_falloff",
"PARTICLE_PT_hair_dynamics",
"PARTICLE_PT_hair_dynamics_collision",
"PARTICLE_PT_hair_dynamics_presets",
"PARTICLE_PT_hair_dynamics_structure",
"PARTICLE_PT_hair_dynamics_volume",
"PARTICLE_PT_hair_shape",
"PARTICLE_PT_physics",
"PARTICLE_PT_physics_boids_battle",
"PARTICLE_PT_physics_boids_misc",
"PARTICLE_PT_physics_boids_movement",
"PARTICLE_PT_physics_deflection",
"PARTICLE_PT_physics_fluid_advanced",
"PARTICLE_PT_physics_fluid_interaction",
"PARTICLE_PT_physics_fluid_springs",
"PARTICLE_PT_physics_fluid_springs_advanced",
"PARTICLE_PT_physics_fluid_springs_viscoelastic",
"PARTICLE_PT_physics_forces",
"PARTICLE_PT_physics_integration",
"PARTICLE_PT_physics_relations",
"PARTICLE_PT_render",
"PARTICLE_PT_render_collection",
"PARTICLE_PT_render_collection_use_count",
"PARTICLE_PT_render_extra",
"PARTICLE_PT_render_object",
"PARTICLE_PT_render_path",
"PARTICLE_PT_render_path_timing",
"PARTICLE_PT_rotation",
"PARTICLE_PT_rotation_angular_velocity",
"PARTICLE_PT_textures",
"PARTICLE_PT_velocity",
"PARTICLE_PT_vertexgroups",
]
)
# Physics.
# (Why these require renderer compatibility settings
# is beyond me. But they do.)
register_engine_with_panels(
"properties_physics_cloth",
[
"PHYSICS_PT_cloth",
"PHYSICS_PT_cloth_cache",
"PHYSICS_PT_cloth_collision",
"PHYSICS_PT_cloth_damping",
"PHYSICS_PT_cloth_field_weights",
"PHYSICS_PT_cloth_internal_springs",
"PHYSICS_PT_cloth_object_collision",
"PHYSICS_PT_cloth_physical_properties",
"PHYSICS_PT_cloth_pressure",
"PHYSICS_PT_cloth_property_weights",
"PHYSICS_PT_cloth_self_collision",
"PHYSICS_PT_cloth_shape",
"PHYSICS_PT_cloth_stiffness",
],
)
register_engine_with_panels(
"properties_physics_common",
[
"PHYSICS_PT_add",
]
)
register_engine_with_panels(
"properties_physics_dynamicpaint",
[
"PHYSICS_PT_dp_brush_source",
"PHYSICS_PT_dp_brush_source_color_ramp",
"PHYSICS_PT_dp_brush_velocity",
"PHYSICS_PT_dp_brush_velocity_color_ramp",
"PHYSICS_PT_dp_brush_velocity_smudge",
"PHYSICS_PT_dp_brush_wave",
"PHYSICS_PT_dp_cache",
"PHYSICS_PT_dp_canvas_initial_color",
"PHYSICS_PT_dp_canvas_output",
"PHYSICS_PT_dp_canvas_output_paintmaps",
"PHYSICS_PT_dp_canvas_output_wetmaps",
"PHYSICS_PT_dp_effects",
"PHYSICS_PT_dp_effects_drip",
"PHYSICS_PT_dp_effects_drip_weights",
"PHYSICS_PT_dp_effects_shrink",
"PHYSICS_PT_dp_effects_spread",
"PHYSICS_PT_dp_surface_canvas",
"PHYSICS_PT_dp_surface_canvas_paint_dissolve",
"PHYSICS_PT_dp_surface_canvas_paint_dry",
"PHYSICS_PT_dynamic_paint",
"PHYSICS_PT_dynamic_paint_settings",
]
)
register_engine_with_panels(
"properties_physics_field",
[
"PHYSICS_PT_collision",
"PHYSICS_PT_collision_particle",
"PHYSICS_PT_collision_softbody",
"PHYSICS_PT_field",
"PHYSICS_PT_field_falloff",
"PHYSICS_PT_field_falloff_angular",
"PHYSICS_PT_field_falloff_radial",
"PHYSICS_PT_field_settings",
"PHYSICS_PT_field_settings_kink",
"PHYSICS_PT_field_settings_texture_select",
]
)
register_engine_with_panels(
"properties_physics_fluid",
[
"PHYSICS_PT_adaptive_domain",
"PHYSICS_PT_borders",
"PHYSICS_PT_cache",
"PHYSICS_PT_collections",
"PHYSICS_PT_diffusion",
"PHYSICS_PT_export",
"PHYSICS_PT_field_weights",
"PHYSICS_PT_fire",
"PHYSICS_PT_flow_initial_velocity",
"PHYSICS_PT_flow_source",
"PHYSICS_PT_flow_texture",
"PHYSICS_PT_fluid",
"PHYSICS_PT_guide",
"PHYSICS_PT_liquid",
"PHYSICS_PT_mesh",
"PHYSICS_PT_noise",
"PHYSICS_PT_particles",
"PHYSICS_PT_settings",
"PHYSICS_PT_smoke",
"PHYSICS_PT_smoke_dissolve",
"PHYSICS_PT_viscosity",
]
)
register_engine_with_panels(
"properties_physics_rigidbody",
[
"PHYSICS_PT_rigid_body",
"PHYSICS_PT_rigid_body_collisions",
"PHYSICS_PT_rigid_body_collisions_collections",
"PHYSICS_PT_rigid_body_collisions_sensitivity",
"PHYSICS_PT_rigid_body_collisions_surface",
"PHYSICS_PT_rigid_body_dynamics",
"PHYSICS_PT_rigid_body_dynamics_deactivation",
"PHYSICS_PT_rigid_body_settings",
]
)
register_engine_with_panels(
"properties_physics_rigidbody_constraint",
[
"PHYSICS_PT_rigid_body_constraint",
"PHYSICS_PT_rigid_body_constraint_limits",
"PHYSICS_PT_rigid_body_constraint_limits_angular",
"PHYSICS_PT_rigid_body_constraint_limits_linear",
"PHYSICS_PT_rigid_body_constraint_motor",
"PHYSICS_PT_rigid_body_constraint_motor_angular",
"PHYSICS_PT_rigid_body_constraint_motor_linear",
"PHYSICS_PT_rigid_body_constraint_objects",
"PHYSICS_PT_rigid_body_constraint_override_iterations",
"PHYSICS_PT_rigid_body_constraint_settings",
"PHYSICS_PT_rigid_body_constraint_springs",
"PHYSICS_PT_rigid_body_constraint_springs_angular",
"PHYSICS_PT_rigid_body_constraint_springs_linear",
]
)
register_engine_with_panels(
"properties_physics_softbody",
[
"PHYSICS_PT_softbody",
"PHYSICS_PT_softbody_cache",
"PHYSICS_PT_softbody_collision",
"PHYSICS_PT_softbody_edge",
"PHYSICS_PT_softbody_edge_aerodynamics",
"PHYSICS_PT_softbody_edge_stiffness",
"PHYSICS_PT_softbody_field_weights",
"PHYSICS_PT_softbody_goal",
"PHYSICS_PT_softbody_goal_settings",
"PHYSICS_PT_softbody_goal_strengths",
"PHYSICS_PT_softbody_object",
"PHYSICS_PT_softbody_simulation",
"PHYSICS_PT_softbody_solver",
"PHYSICS_PT_softbody_solver_diagnostics",
"PHYSICS_PT_softbody_solver_helpers",
]
)
#--------------------------------------------------------------
class PsychopathPanel():
COMPAT_ENGINES = {'PSYCHOPATH_RENDER'}
@ -20,7 +294,7 @@ class PsychopathPanel():
@classmethod
def poll(cls, context):
rd = context.scene.render
return (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
return rd.engine in cls.COMPAT_ENGINES
class RENDER_PT_psychopath_render_settings(PsychopathPanel, bpy.types.Panel):
@ -78,29 +352,7 @@ class WORLD_PT_psychopath_background(PsychopathPanel, bpy.types.Panel):
layout = self.layout
world = context.world
layout.prop(world, "horizon_color", text="Color")
class DATA_PT_psychopath_camera_dof(PsychopathPanel, bpy.types.Panel):
bl_label = "Depth of Field"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.camera and PsychopathPanel.poll(context)
def draw(self, context):
ob = context.active_object
layout = self.layout
col = layout.column()
col.prop(ob.data, "dof_object")
col.prop(ob.data, "dof_distance")
col.prop(ob.data.psychopath, "aperture_radius")
layout.prop(world.psychopath, "background_color", text="Color")
class DATA_PT_psychopath_lamp(PsychopathPanel, bpy.types.Panel):
@ -112,7 +364,7 @@ class DATA_PT_psychopath_lamp(PsychopathPanel, bpy.types.Panel):
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.lamp and PsychopathPanel.poll(context)
return context.active_object.type == 'LIGHT' and PsychopathPanel.poll(context)
def draw(self, context):
ob = context.active_object
@ -144,22 +396,23 @@ class DATA_PT_psychopath_area_lamp(PsychopathPanel, bpy.types.Panel):
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
return context.active_object.type == 'LIGHT' \
and context.active_object.data.type == 'AREA' \
and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
lamp = context.active_object.data
col = layout.column()
col.row().prop(lamp, "shape", expand=True)
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
if lamp.shape == 'SQUARE' or lamp.shape == 'DISK':
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
elif lamp.shape == 'RECTANGLE' or lamp.shape == 'ELLIPSE':
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
@ -271,7 +524,6 @@ def register():
bpy.utils.register_class(RENDER_PT_psychopath_render_settings)
bpy.utils.register_class(RENDER_PT_psychopath_export_settings)
bpy.utils.register_class(WORLD_PT_psychopath_background)
bpy.utils.register_class(DATA_PT_psychopath_camera_dof)
bpy.utils.register_class(DATA_PT_psychopath_mesh)
bpy.utils.register_class(DATA_PT_psychopath_lamp)
bpy.utils.register_class(DATA_PT_psychopath_area_lamp)
@ -282,8 +534,7 @@ def unregister():
bpy.utils.unregister_class(RENDER_PT_psychopath_render_settings)
bpy.utils.unregister_class(RENDER_PT_psychopath_export_settings)
bpy.utils.unregister_class(WORLD_PT_psychopath_background)
bpy.utils.unregister_class(DATA_PT_psychopath_camera_dof)
bpy.utils.register_class(DATA_PT_psychopath_mesh)
bpy.utils.unregister_class(DATA_PT_psychopath_mesh)
bpy.utils.unregister_class(DATA_PT_psychopath_lamp)
bpy.utils.unregister_class(DATA_PT_psychopath_area_lamp)
bpy.utils.unregister_class(MATERIAL_PT_psychopath_context_material)