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:
parent
1d05063190
commit
6d7b8b280f
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@ -2,20 +2,15 @@ bl_info = {
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"name": "PsychoBlend",
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"version": (0, 1),
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"author": "Nathan Vegdahl",
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"blender": (2, 70, 0),
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"blender": (3, 1, 0),
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"description": "Psychopath renderer integration",
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"location": "",
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"wiki_url": "https://github.com/cessen/psychopath/wiki",
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"tracker_url": "https://github.com/cessen/psychopath/issues",
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"category": "Render"}
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# "wiki_url": "https://github.com/cessen/psychopath/wiki",
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# "tracker_url": "https://github.com/cessen/psychopath/issues",
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"category": "Render"
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}
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if "bpy" in locals():
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import imp
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imp.reload(ui)
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imp.reload(psy_export)
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imp.reload(render)
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else:
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from . import ui, psy_export, render
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import bpy
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@ -33,53 +28,46 @@ from bpy.props import (StringProperty,
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)
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# Custom Scene settings
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# Custom Scene settings.
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class RenderPsychopathSettingsScene(PropertyGroup):
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spp = IntProperty(
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spp: IntProperty(
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name="Samples Per Pixel", description="Total number of samples to take per pixel",
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min=1, max=65536, default=16
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)
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bucket_size = IntProperty(
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bucket_size: IntProperty(
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name="Bucket Size", description="The height and width of each render bucket in pixels.",
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min=1, max=4096, soft_max=256, default=32
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)
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dicing_rate = FloatProperty(
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dicing_rate: FloatProperty(
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name="Dicing Rate", description="The target microgeometry width in pixels",
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min=0.0001, max=100.0, soft_min=0.125, soft_max=1.0, default=0.25
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)
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motion_blur_segments = IntProperty(
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motion_blur_segments: IntProperty(
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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.",
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min=0, max=256, default=0
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)
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shutter_start = FloatProperty(
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shutter_start: FloatProperty(
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name="Shutter Open", description="The time during the frame that the shutter opens, for motion blur",
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min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0
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)
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shutter_end = FloatProperty(
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shutter_end: FloatProperty(
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name="Shutter Close", description="The time during the frame that the shutter closes, for motion blur",
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min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5
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)
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export_path = StringProperty(
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export_path: StringProperty(
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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.",
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subtype='FILE_PATH'
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)
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# Custom Camera properties
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class PsychopathCamera(bpy.types.PropertyGroup):
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aperture_radius = FloatProperty(
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name="Aperture Radius", description="Size of the camera's aperture, for DoF",
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min=0.0, max=10000.0, soft_min=0.0, soft_max=2.0, default=0.0
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)
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# Psychopath material
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# Psychopath material.
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class PsychopathLight(bpy.types.PropertyGroup):
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color_type = EnumProperty(
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color_type: EnumProperty(
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name="Color Type", description="",
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items=[
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('Rec709', 'Rec709', ""),
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@ -89,27 +77,27 @@ class PsychopathLight(bpy.types.PropertyGroup):
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default="Rec709"
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)
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color_blackbody_temp = FloatProperty(
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color_blackbody_temp: FloatProperty(
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name="Temperature", description="Blackbody temperature in kelvin",
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min=0.0, soft_min=800.0, soft_max=6500.0, default=1200.0
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)
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# Custom Mesh properties
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# Custom Mesh properties.
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class PsychopathMesh(bpy.types.PropertyGroup):
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is_subdivision_surface = BoolProperty(
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is_subdivision_surface: BoolProperty(
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name="Is Subdivision Surface", description="Whether this is a sibdivision surface or just a normal mesh",
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default=False
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)
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# Psychopath material
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class PsychopathMaterial(bpy.types.PropertyGroup):
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surface_shader_type = EnumProperty(
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surface_shader_type: EnumProperty(
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name="Surface Shader Type", description="",
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items=[('Emit', 'Emit', ""), ('Lambert', 'Lambert', ""), ('GGX', 'GGX', "")],
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default="Lambert"
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)
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color_type = EnumProperty(
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color_type: EnumProperty(
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name="Color Type", description="",
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items=[
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('Rec709', 'Rec709', ""),
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@ -119,39 +107,47 @@ class PsychopathMaterial(bpy.types.PropertyGroup):
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default="Rec709"
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)
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color = FloatVectorProperty(
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color: FloatVectorProperty(
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name="Color", description="",
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subtype='COLOR',
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min=0.0, soft_min=0.0, soft_max = 1.0,
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default=[0.8,0.8,0.8]
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)
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color_blackbody_temp = FloatProperty(
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color_blackbody_temp: FloatProperty(
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name="Temperature", description="Blackbody temperature in kelvin",
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min=0.0, soft_min=800.0, soft_max=6500.0, default=1200.0
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)
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roughness = FloatProperty(
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roughness: FloatProperty(
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name="Roughness", description="",
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min=-1.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1
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)
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tail_shape = FloatProperty(
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tail_shape: FloatProperty(
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name="Tail Shape", description="",
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min=0.0, max=8.0, soft_min=1.0, soft_max=3.0, default=2.0
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)
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fresnel = FloatProperty(
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fresnel: FloatProperty(
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name="Fresnel", description="",
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min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.9
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)
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# Psychopath world.
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class PsychopathWorld(bpy.types.PropertyGroup):
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background_color: FloatVectorProperty(
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name="Background Color", description="",
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subtype='COLOR',
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min=0.0, soft_min=0.0, soft_max = 1.0,
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default=[0.8,0.8,0.8]
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)
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# Addon Preferences
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# Addon Preferences.
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class PsychopathPreferences(AddonPreferences):
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bl_idname = __name__
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filepath_psychopath = StringProperty(
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filepath_psychopath: StringProperty(
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name="Psychopath Location",
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description="Path to renderer executable",
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subtype='DIR_PATH',
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@ -166,15 +162,15 @@ class PsychopathPreferences(AddonPreferences):
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def register():
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bpy.utils.register_class(PsychopathPreferences)
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bpy.utils.register_class(RenderPsychopathSettingsScene)
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bpy.utils.register_class(PsychopathCamera)
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bpy.utils.register_class(PsychopathLight)
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bpy.utils.register_class(PsychopathMesh)
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bpy.utils.register_class(PsychopathMaterial)
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bpy.utils.register_class(PsychopathWorld)
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bpy.types.Scene.psychopath = PointerProperty(type=RenderPsychopathSettingsScene)
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bpy.types.Camera.psychopath = PointerProperty(type=PsychopathCamera)
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bpy.types.Lamp.psychopath = PointerProperty(type=PsychopathLight)
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bpy.types.Light.psychopath = PointerProperty(type=PsychopathLight)
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bpy.types.Mesh.psychopath = PointerProperty(type=PsychopathMesh)
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bpy.types.Material.psychopath = PointerProperty(type=PsychopathMaterial)
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bpy.types.World.psychopath = PointerProperty(type=PsychopathWorld)
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render.register()
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ui.register()
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@ -182,14 +178,14 @@ def register():
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def unregister():
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bpy.utils.unregister_class(PsychopathPreferences)
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bpy.utils.unregister_class(RenderPsychopathSettingsScene)
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bpy.utils.unregister_class(PsychopathCamera)
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bpy.utils.unregister_class(PsychopathLight)
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bpy.utils.unregister_class(PsychopathMesh)
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bpy.utils.unregister_class(PsychopathMaterial)
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bpy.utils.unregister_class(PsychopathWorld)
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del bpy.types.Scene.psychopath
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del bpy.types.Camera.psychopath
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del bpy.types.Lamp.psychopath
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del bpy.types.Light.psychopath
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del bpy.types.Mesh.psychopath
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del bpy.types.Material.psychopath
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del bpy.types.World.psychopath
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render.unregister()
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ui.unregister()
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@ -9,7 +9,48 @@ from . import psy_export
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class PsychopathRender(bpy.types.RenderEngine):
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bl_idname = 'PSYCHOPATH_RENDER'
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bl_label = "Psychopath"
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DELAY = 1.0
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bl_use_preview = False
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def __init__(self):
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pass
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def __del__(self):
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pass
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def update(self, data, depsgraph):
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print("Psychopath scene update!")
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def render(self, depsgraph):
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print("Psychopath render!")
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scene = depsgraph.scene
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scale = scene.render.resolution_percentage / 100.0
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self.size_x = int(scene.render.resolution_x * scale)
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self.size_y = int(scene.render.resolution_y * scale)
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# Fill the render result with a flat color. The framebuffer is
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# defined as a list of pixels, each pixel itself being a list of
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# R,G,B,A values.
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if self.is_preview:
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color = [0.1, 0.2, 0.1, 1.0]
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else:
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color = [0.2, 0.1, 0.1, 1.0]
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pixel_count = self.size_x * self.size_y
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rect = [color] * pixel_count
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# Here we write the pixel values to the RenderResult
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result = self.begin_result(0, 0, self.size_x, self.size_y)
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layer = result.layers[0].passes["Combined"]
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layer.rect = rect
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self.end_result(result)
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def view_update(self, context, depsgraph):
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pass
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def view_draw(self, context, depsgraph):
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pass
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#----------------------------------------------------------
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@staticmethod
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def _locate_binary():
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@ -23,7 +64,7 @@ class PsychopathRender(bpy.types.RenderEngine):
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else:
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print("User Preference to psychopath %r NOT FOUND, checking $PATH" % psy_binary)
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# search the path all os's
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# Search for the path.
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psy_binary_default = "psychopath"
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os_path_ls = os.getenv("PATH").split(':') + [""]
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@ -1,18 +1,292 @@
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import bpy
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# Use some of the existing buttons.
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from bl_ui import properties_render
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properties_render.RENDER_PT_render.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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properties_render.RENDER_PT_output.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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del properties_render
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#--------------------------------------------------------------
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# Specify which existing Blender UI panels Psychopath
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# uses/is compatible with.
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from bl_ui import properties_data_camera
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properties_data_camera.DATA_PT_lens.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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properties_data_camera.DATA_PT_camera.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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properties_data_camera.DATA_PT_camera_display.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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properties_data_camera.DATA_PT_custom_props_camera.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')
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del properties_data_camera
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import bl_ui
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def register_engine_with_panels(area, list):
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# TODO: reverse this, so we're checking if the list item is
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# in the real panels, and throw an error if it's not. That
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# way things don't just silently fail.
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for p in list:
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eval("bl_ui.{}.{}.COMPAT_ENGINES.add('PSYCHOPATH_RENDER')".format(area, p))
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register_engine_with_panels(
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"properties_render",
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[
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"RENDER_PT_color_management",
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"RENDER_PT_color_management_curves",
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]
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)
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register_engine_with_panels(
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"properties_output",
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[
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"RENDER_PT_encoding",
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"RENDER_PT_encoding_audio",
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"RENDER_PT_encoding_video",
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"RENDER_PT_format",
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"RENDER_PT_frame_range",
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"RENDER_PT_output",
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"RENDER_PT_output_views",
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"RENDER_PT_post_processing",
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"RENDER_PT_stamp",
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"RENDER_PT_stamp_burn",
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"RENDER_PT_stamp_note",
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# "RENDER_PT_stereoscopy",
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"RENDER_PT_time_stretching",
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]
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)
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register_engine_with_panels(
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"properties_view_layer",
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[
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"VIEWLAYER_PT_layer",
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]
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)
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register_engine_with_panels(
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"properties_data_camera",
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[
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"DATA_PT_context_camera",
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"DATA_PT_custom_props_camera",
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"DATA_PT_camera",
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"DATA_PT_lens",
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"DATA_PT_camera_dof",
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"DATA_PT_camera_dof_aperture",
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"DATA_PT_camera_display",
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"DATA_PT_camera_display_composition_guides",
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"DATA_PT_camera_safe_areas",
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"DATA_PT_camera_safe_areas_center_cut",
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"DATA_PT_camera_background_image",
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]
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)
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register_engine_with_panels(
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"properties_data_mesh",
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[
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"DATA_PT_context_mesh",
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"DATA_PT_custom_props_mesh",
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"DATA_PT_customdata",
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"DATA_PT_face_maps",
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"DATA_PT_mesh_attributes",
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"DATA_PT_normals",
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"DATA_PT_remesh",
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"DATA_PT_sculpt_vertex_colors",
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"DATA_PT_shape_keys",
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"DATA_PT_texture_space",
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"DATA_PT_uv_texture",
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"DATA_PT_vertex_colors",
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"DATA_PT_vertex_groups",
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]
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)
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register_engine_with_panels(
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"properties_particle",
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[
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"PARTICLE_MT_context_menu",
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"PARTICLE_PT_boidbrain",
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"PARTICLE_PT_cache",
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"PARTICLE_PT_children",
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"PARTICLE_PT_children_clumping",
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"PARTICLE_PT_children_clumping_noise",
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"PARTICLE_PT_children_kink",
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"PARTICLE_PT_children_parting",
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"PARTICLE_PT_children_roughness",
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"PARTICLE_PT_context_particles",
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"PARTICLE_PT_custom_props",
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"PARTICLE_PT_draw",
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"PARTICLE_PT_emission",
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"PARTICLE_PT_emission_source",
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"PARTICLE_PT_field_weights",
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"PARTICLE_PT_force_fields",
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"PARTICLE_PT_force_fields_type1",
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"PARTICLE_PT_force_fields_type1_falloff",
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"PARTICLE_PT_force_fields_type2",
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"PARTICLE_PT_force_fields_type2_falloff",
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"PARTICLE_PT_hair_dynamics",
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"PARTICLE_PT_hair_dynamics_collision",
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"PARTICLE_PT_hair_dynamics_presets",
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"PARTICLE_PT_hair_dynamics_structure",
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"PARTICLE_PT_hair_dynamics_volume",
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"PARTICLE_PT_hair_shape",
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"PARTICLE_PT_physics",
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"PARTICLE_PT_physics_boids_battle",
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"PARTICLE_PT_physics_boids_misc",
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"PARTICLE_PT_physics_boids_movement",
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"PARTICLE_PT_physics_deflection",
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"PARTICLE_PT_physics_fluid_advanced",
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"PARTICLE_PT_physics_fluid_interaction",
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"PARTICLE_PT_physics_fluid_springs",
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"PARTICLE_PT_physics_fluid_springs_advanced",
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"PARTICLE_PT_physics_fluid_springs_viscoelastic",
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"PARTICLE_PT_physics_forces",
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"PARTICLE_PT_physics_integration",
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"PARTICLE_PT_physics_relations",
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"PARTICLE_PT_render",
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"PARTICLE_PT_render_collection",
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"PARTICLE_PT_render_collection_use_count",
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"PARTICLE_PT_render_extra",
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"PARTICLE_PT_render_object",
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"PARTICLE_PT_render_path",
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"PARTICLE_PT_render_path_timing",
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"PARTICLE_PT_rotation",
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"PARTICLE_PT_rotation_angular_velocity",
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"PARTICLE_PT_textures",
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"PARTICLE_PT_velocity",
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"PARTICLE_PT_vertexgroups",
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]
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)
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# Physics.
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# (Why these require renderer compatibility settings
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# is beyond me. But they do.)
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register_engine_with_panels(
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"properties_physics_cloth",
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[
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"PHYSICS_PT_cloth",
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"PHYSICS_PT_cloth_cache",
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"PHYSICS_PT_cloth_collision",
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"PHYSICS_PT_cloth_damping",
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"PHYSICS_PT_cloth_field_weights",
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"PHYSICS_PT_cloth_internal_springs",
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"PHYSICS_PT_cloth_object_collision",
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"PHYSICS_PT_cloth_physical_properties",
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||||
"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)
|
||||
|
|
Loading…
Reference in New Issue
Block a user