
Use the automatic property split layout (hence, change to the new 40/60% split ratio) and add decorator buttons for animatable properties. This actually applies to all node input buttons in the properties, e.g. world shading, light shading, texture nodes. Doing this makes the layout more consistent with other layouts in the properties. But the decorators are also a useful hint for users that these options can be animated. Previously using decorators and the automatic split layout wasn't possible, I've done a number of changes now to have it supported. Before I moved the socket icons to the left side, the decorators also looked weird (two circle icons next to each other). {F8497704} With nested items: {F8497708} Reviewed By: William Reynish, Pablo Vazquez Differential Revision: https://developer.blender.org/D7544
292 lines
8.8 KiB
Python
292 lines
8.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_context_menu(Menu):
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bl_label = "Material Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("object.material_slot_copy")
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layout.operator("material.paste", icon='PASTEDOWN')
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layout.operator("object.material_slot_remove_unused")
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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# ob = data
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slot = item
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ma = slot.material
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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mat = context.material
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return mat and (context.engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "material"
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_property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_context = "material"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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mat = context.material
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if (ob and ob.type == 'GPENCIL') or (mat and mat.grease_pencil):
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return False
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return (ob or mat) and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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is_sortable = len(ob.material_slots) > 1
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rows = 3
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if is_sortable:
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rows = 5
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ADD', text="")
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col.operator("object.material_slot_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
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if is_sortable:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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row = layout.row()
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if ob:
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row.template_ID(ob, "active_material", new="material.new")
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if slot:
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icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
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row.prop(slot, "link", icon=icon_link, icon_only=True)
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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elif mat:
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row.template_ID(space, "pin_id")
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def panel_node_draw(layout, ntree, _output_type, input_name):
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, input_name)
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.prop(mat, "use_nodes", icon='NODETREE')
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layout.separator()
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layout.use_property_split = True
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if mat.use_nodes:
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
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else:
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layout.prop(mat, "diffuse_color", text="Base Color")
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layout.prop(mat, "metallic")
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layout.prop(mat, "specular_intensity", text="Specular")
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layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
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bl_label = "Volume"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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mat = context.material
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return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
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def draw_material_settings(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = context.material
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layout.prop(mat, "use_backface_culling")
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layout.prop(mat, "blend_method")
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layout.prop(mat, "shadow_method")
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row = layout.row()
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row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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layout.prop(mat, "show_transparent_back")
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layout.prop(mat, "use_screen_refraction")
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layout.prop(mat, "refraction_depth")
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layout.prop(mat, "use_sss_translucency")
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layout.prop(mat, "pass_index")
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class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
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bl_label = "Settings"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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draw_material_settings(self, context)
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class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
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bl_label = "Settings"
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bl_context = "material"
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bl_parent_id = "MATERIAL_PT_viewport"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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draw_material_settings(self, context)
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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mat = context.material
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return mat and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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col = layout.column()
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col.prop(mat, "diffuse_color", text="Color")
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col.prop(mat, "metallic")
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col.prop(mat, "roughness")
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classes = (
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MATERIAL_MT_context_menu,
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MATERIAL_UL_matslots,
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MATERIAL_PT_preview,
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EEVEE_MATERIAL_PT_context_material,
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EEVEE_MATERIAL_PT_surface,
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EEVEE_MATERIAL_PT_volume,
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EEVEE_MATERIAL_PT_settings,
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MATERIAL_PT_viewport,
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EEVEE_MATERIAL_PT_viewport_settings,
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MATERIAL_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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