
the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
1244 lines
44 KiB
Python
1244 lines
44 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 rna_prop_ui import PropertyPanel
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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from properties_physics_common import basic_force_field_settings_ui
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from properties_physics_common import basic_force_field_falloff_ui
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def particle_panel_enabled(context, psys):
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if psys == None:
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return True
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phystype = psys.settings.physics_type
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if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
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return True
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else:
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return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
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def particle_panel_poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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settings = 0
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if psys:
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settings = psys.settings
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elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
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settings = context.space_data.pin_id
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if not settings:
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return False
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return settings.is_fluid == False and (engine in cls.COMPAT_ENGINES)
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def particle_get_settings(context):
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if context.particle_system:
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return context.particle_system.settings
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elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
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return context.space_data.pin_id
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return None
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class ParticleButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "particle"
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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class PARTICLE_PT_context_particles(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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psys = context.particle_system
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part = 0
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if ob:
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row = layout.row()
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row.template_list(ob, "particle_systems", ob.particle_systems, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("object.particle_system_add", icon='ZOOMIN', text="")
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col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
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if psys == None:
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part = particle_get_settings(context)
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if part == None:
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return
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layout.template_ID(context.space_data, "pin_id")
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if part.is_fluid:
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layout.label(text="Settings used for fluid.")
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return
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layout.prop(part, "type", text="Type")
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elif not psys.settings:
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split = layout.split(percentage=0.32)
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col = split.column()
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col.label(text="Name:")
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col.label(text="Settings:")
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col = split.column()
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col.prop(psys, "name", text="")
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col.template_ID(psys, "settings", new="particle.new")
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else:
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part = psys.settings
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split = layout.split(percentage=0.32)
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col = split.column()
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col.label(text="Name:")
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if part.is_fluid == False:
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col.label(text="Settings:")
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col.label(text="Type:")
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col = split.column()
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col.prop(psys, "name", text="")
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if part.is_fluid == False:
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row = col.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.template_ID(psys, "settings", new="particle.new")
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#row = layout.row()
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#row.label(text="Viewport")
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#row.label(text="Render")
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if part.is_fluid:
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layout.label(text=str(part.count) + " fluid particles for this frame.")
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return
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row = col.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "type", text="")
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row.prop(psys, "seed")
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if part:
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split = layout.split(percentage=0.65)
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if part.type == 'HAIR':
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if psys != None and psys.is_edited:
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split.operator("particle.edited_clear", text="Free Edit")
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else:
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row = split.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "regrow_hair")
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row.prop(part, "use_advanced_hair")
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row = split.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "hair_step")
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if psys != None and psys.is_edited:
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if psys.is_global_hair:
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layout.operator("particle.connect_hair")
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layout.label(text="Hair is disconnected.")
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else:
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layout.operator("particle.disconnect_hair")
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layout.label(text="")
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elif psys != None and part.type == 'REACTOR':
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split.enabled = particle_panel_enabled(context, psys)
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split.prop(psys, "reactor_target_object")
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split.prop(psys, "reactor_target_particle_system", text="Particle System")
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class PARTICLE_PT_emission(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Emission"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings is None:
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return False
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if settings.is_fluid:
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return False
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if particle_panel_poll(PARTICLE_PT_emission, context):
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return psys == None or not context.particle_system.point_cache.use_external
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys) and (psys == None or not psys.has_multiple_caches)
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row = layout.row()
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row.active = part.distribution != 'GRID'
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row.prop(part, "count")
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if part.type == 'HAIR' and not part.use_advanced_hair:
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row.prop(part, "hair_length")
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return
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if part.type != 'HAIR':
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split = layout.split()
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col = split.column(align=True)
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col.prop(part, "frame_start")
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col.prop(part, "frame_end")
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col = split.column(align=True)
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col.prop(part, "lifetime")
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col.prop(part, "lifetime_random", slider=True)
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layout.label(text="Emit From:")
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layout.prop(part, "emit_from", expand=True)
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row = layout.row()
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if part.emit_from == 'VERT':
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row.prop(part, "use_emit_random")
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elif part.distribution == 'GRID':
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row.prop(part, "invert_grid")
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row.prop(part, "hexagonal_grid")
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else:
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row.prop(part, "use_emit_random")
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row.prop(part, "use_even_distribution")
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if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
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layout.prop(part, "distribution", expand=True)
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row = layout.row()
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if part.distribution == 'JIT':
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row.prop(part, "userjit", text="Particles/Face")
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row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
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elif part.distribution == 'GRID':
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row.prop(part, "grid_resolution")
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row.prop(part, "grid_random", text="Random", slider=True)
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class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Hair dynamics"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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if psys is None:
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return False
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if psys.settings is None:
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return False
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return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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#cloth = context.cloth.collision_settings
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#self.layout.active = cloth_panel_enabled(context.cloth)
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#self.layout.prop(cloth, "use_collision", text="")
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psys = context.particle_system
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self.layout.prop(psys, "use_hair_dynamics", text="")
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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if not psys.cloth:
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return
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#part = psys.settings
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cloth = psys.cloth.settings
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layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked == False
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split = layout.split()
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col = split.column()
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col.label(text="Material:")
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sub = col.column(align=True)
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sub.prop(cloth, "pin_stiffness", text="Stiffness")
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sub.prop(cloth, "mass")
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sub.prop(cloth, "bending_stiffness", text="Bending")
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sub.prop(cloth, "internal_friction", slider=True)
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sub.prop(cloth, "collider_friction", slider=True)
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col = split.column()
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col.label(text="Damping:")
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sub = col.column(align=True)
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sub.prop(cloth, "spring_damping", text="Spring")
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sub.prop(cloth, "air_damping", text="Air")
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col.label(text="Quality:")
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col.prop(cloth, "quality", text="Steps", slider=True)
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class PARTICLE_PT_cache(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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if psys is None:
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return False
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if psys.settings is None:
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return False
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if psys.settings.is_fluid:
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return False
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phystype = psys.settings.physics_type
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if phystype == 'NO' or phystype == 'KEYED':
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return False
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return (psys.settings.type in {'EMITTER', 'REACTOR'} or (psys.settings.type == 'HAIR' and (psys.use_hair_dynamics or psys.point_cache.is_baked))) and engine in cls.COMPAT_ENGINES
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def draw(self, context):
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psys = context.particle_system
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point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
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class PARTICLE_PT_velocity(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Velocity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_velocity, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return settings.physics_type != 'BOIDS' and (psys == None or not psys.point_cache.use_external)
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys)
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split = layout.split()
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sub = split.column()
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sub.label(text="Emitter Geometry:")
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sub.prop(part, "normal_factor")
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subsub = sub.column(align=True)
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subsub.prop(part, "tangent_factor")
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subsub.prop(part, "tangent_phase", slider=True)
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sub = split.column()
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sub.label(text="Emitter Object")
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sub.prop(part, "object_align_factor", text="")
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layout.row().label(text="Other:")
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split = layout.split()
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sub = split.column()
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if part.emit_from == 'PARTICLE':
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sub.prop(part, "particle_factor")
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else:
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sub.prop(part, "object_factor", slider=True)
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sub = split.column()
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sub.prop(part, "factor_random")
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#if part.type=='REACTOR':
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# sub.prop(part, "reactor_factor")
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# sub.prop(part, "reaction_shape", slider=True)
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class PARTICLE_PT_rotation(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Rotation"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_rotation, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return settings.physics_type != 'BOIDS' and (psys == None or not psys.point_cache.use_external)
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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if psys:
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part = psys.settings
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else:
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part = context.space_data.pin_id
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layout.enabled = particle_panel_enabled(context, psys)
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split = layout.split()
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split.label(text="Initial Rotation:")
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split.prop(part, "use_dynamic_rotation")
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split = layout.split()
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sub = split.column(align=True)
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sub.prop(part, "rotation_mode", text="")
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sub.prop(part, "rotation_factor_random", slider=True, text="Random")
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sub = split.column(align=True)
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sub.prop(part, "phase_factor", slider=True)
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sub.prop(part, "phase_factor_random", text="Random", slider=True)
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layout.row().label(text="Angular Velocity:")
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layout.row().prop(part, "angular_velocity_mode", expand=True)
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split = layout.split()
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sub = split.column()
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if part.angular_velocity_mode != 'NONE':
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sub.prop(part, "angular_velocity_factor", text="")
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class PARTICLE_PT_physics(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Physics"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_physics, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return psys == None or not psys.point_cache.use_external
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys)
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row = layout.row()
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row.prop(part, "physics_type", expand=True)
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row = layout.row()
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col = row.column(align=True)
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col.prop(part, "particle_size")
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col.prop(part, "size_random", slider=True)
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if part.physics_type != 'NO':
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col = row.column(align=True)
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col.prop(part, "mass")
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col.prop(part, "use_multiply_size_mass", text="Multiply mass with size")
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|
|
if part.physics_type == 'NEWTON':
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
sub.label(text="Forces:")
|
|
sub.prop(part, "brownian_factor")
|
|
sub.prop(part, "drag_factor", slider=True)
|
|
sub.prop(part, "damping", slider=True)
|
|
sub = split.column()
|
|
sub.label(text="Integration:")
|
|
sub.prop(part, "integrator", text="")
|
|
sub.prop(part, "time_tweak")
|
|
sub.prop(part, "subframes")
|
|
sub = layout.row()
|
|
sub.prop(part, "use_size_deflect")
|
|
sub.prop(part, "use_die_on_collision")
|
|
|
|
elif part.physics_type == 'FLUID':
|
|
fluid = part.fluid
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
sub.label(text="Forces:")
|
|
sub.prop(part, "brownian_factor")
|
|
sub.prop(part, "drag_factor", slider=True)
|
|
sub.prop(part, "damping", slider=True)
|
|
sub = split.column()
|
|
sub.label(text="Integration:")
|
|
sub.prop(part, "integrator", text="")
|
|
sub.prop(part, "time_tweak")
|
|
sub.prop(part, "subframes")
|
|
sub = layout.row()
|
|
sub.prop(part, "use_size_deflect")
|
|
sub.prop(part, "use_die_on_collision")
|
|
|
|
split = layout.split()
|
|
sub = split.column()
|
|
sub.label(text="Fluid properties:")
|
|
sub.prop(fluid, "stiffness", text="Stiffness")
|
|
sub.prop(fluid, "linear_viscosity", text="Viscosity")
|
|
sub.prop(fluid, "buoyancy", text="Buoancy", slider=True)
|
|
|
|
sub = split.column()
|
|
subsub = sub.row()
|
|
subsub.label(text="Advanced:")
|
|
subsub = sub.row()
|
|
subsub.prop(fluid, "repulsion", slider=fluid.factor_repulsion)
|
|
subsub.prop(fluid, "factor_repulsion", text="")
|
|
|
|
subsub = sub.row()
|
|
subsub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity)
|
|
subsub.prop(fluid, "factor_stiff_viscosity", text="")
|
|
|
|
subsub = sub.row()
|
|
subsub.prop(fluid, "fluid_radius", slider=fluid.factor_radius)
|
|
subsub.prop(fluid, "factor_radius", text="")
|
|
|
|
subsub = sub.row()
|
|
subsub.prop(fluid, "rest_density", slider=fluid.factor_density)
|
|
subsub.prop(fluid, "factor_density", text="")
|
|
|
|
split = layout.split()
|
|
|
|
sub = split.column()
|
|
sub.label(text="Springs:")
|
|
sub.prop(fluid, "spring_force", text="Force")
|
|
sub.prop(fluid, "use_viscoelastic_springs")
|
|
subsub = sub.column(align=True)
|
|
subsub.active = fluid.use_viscoelastic_springs
|
|
subsub.prop(fluid, "yield_ratio", slider=True)
|
|
subsub.prop(fluid, "plasticity", slider=True)
|
|
|
|
sub = split.column()
|
|
sub.label(text="Advanced:")
|
|
subsub = sub.row()
|
|
subsub.prop(fluid, "rest_length", slider=fluid.factor_rest_length)
|
|
subsub.prop(fluid, "factor_rest_length", text="")
|
|
sub.label(text="")
|
|
subsub = sub.column()
|
|
subsub.active = fluid.use_viscoelastic_springs
|
|
subsub.prop(fluid, "use_initial_rest_length")
|
|
subsub.prop(fluid, "spring_frames", text="Frames")
|
|
|
|
|
|
elif part.physics_type == 'KEYED':
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
row = layout.row()
|
|
col = row.column()
|
|
col.active = not psys.use_keyed_timing
|
|
col.prop(part, "keyed_loops", text="Loops")
|
|
if psys:
|
|
row.prop(psys, "use_keyed_timing", text="Use Timing")
|
|
|
|
layout.label(text="Keys:")
|
|
elif part.physics_type == 'BOIDS':
|
|
boids = part.boids
|
|
|
|
row = layout.row()
|
|
row.prop(boids, "use_flight")
|
|
row.prop(boids, "use_land")
|
|
row.prop(boids, "use_climb")
|
|
|
|
split = layout.split()
|
|
|
|
sub = split.column()
|
|
col = sub.column(align=True)
|
|
col.active = boids.use_flight
|
|
col.prop(boids, "air_speed_max")
|
|
col.prop(boids, "air_speed_min", slider=True)
|
|
col.prop(boids, "air_acc_max", slider=True)
|
|
col.prop(boids, "air_ave_max", slider=True)
|
|
col.prop(boids, "air_personal_space")
|
|
row = col.row()
|
|
row.active = (boids.use_land or boids.use_climb) and boids.use_flight
|
|
row.prop(boids, "land_smooth")
|
|
|
|
sub = split.column()
|
|
col = sub.column(align=True)
|
|
col.active = boids.use_land or boids.use_climb
|
|
col.prop(boids, "land_speed_max")
|
|
col.prop(boids, "land_jump_speed")
|
|
col.prop(boids, "land_acc_max", slider=True)
|
|
col.prop(boids, "land_ave_max", slider=True)
|
|
col.prop(boids, "land_personal_space")
|
|
col.prop(boids, "land_stick_force")
|
|
|
|
row = layout.row()
|
|
|
|
col = row.column(align=True)
|
|
col.label(text="Battle:")
|
|
col.prop(boids, "health")
|
|
col.prop(boids, "strength")
|
|
col.prop(boids, "aggression")
|
|
col.prop(boids, "accuracy")
|
|
col.prop(boids, "range")
|
|
|
|
col = row.column()
|
|
col.label(text="Misc:")
|
|
col.prop(boids, "bank", slider=True)
|
|
col.prop(boids, "pitch", slider=True)
|
|
col.prop(boids, "height", slider=True)
|
|
|
|
if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}:
|
|
if part.physics_type == 'BOIDS':
|
|
layout.label(text="Relations:")
|
|
elif part.physics_type == 'FLUID':
|
|
layout.label(text="Fluid interaction:")
|
|
|
|
row = layout.row()
|
|
row.template_list(psys, "targets", psys, "active_particle_target_index")
|
|
|
|
col = row.column()
|
|
sub = col.row()
|
|
subsub = sub.column(align=True)
|
|
subsub.operator("particle.new_target", icon='ZOOMIN', text="")
|
|
subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
|
|
sub = col.row()
|
|
subsub = sub.column(align=True)
|
|
subsub.operator("particle.target_move_up", icon='MOVE_UP_VEC', text="")
|
|
subsub.operator("particle.target_move_down", icon='MOVE_DOWN_VEC', text="")
|
|
|
|
key = psys.active_particle_target
|
|
if key:
|
|
row = layout.row()
|
|
if part.physics_type == 'KEYED':
|
|
col = row.column()
|
|
#doesn't work yet
|
|
#col.alert = key.valid
|
|
col.prop(key, "object", text="")
|
|
col.prop(key, "system", text="System")
|
|
col = row.column()
|
|
col.active = psys.use_keyed_timing
|
|
col.prop(key, "time")
|
|
col.prop(key, "duration")
|
|
elif part.physics_type == 'BOIDS':
|
|
sub = row.row()
|
|
#doesn't work yet
|
|
#sub.alert = key.valid
|
|
sub.prop(key, "object", text="")
|
|
sub.prop(key, "system", text="System")
|
|
|
|
layout.prop(key, "alliance", expand=True)
|
|
elif part.physics_type == 'FLUID':
|
|
sub = row.row()
|
|
#doesn't work yet
|
|
#sub.alert = key.valid
|
|
sub.prop(key, "object", text="")
|
|
sub.prop(key, "system", text="System")
|
|
|
|
|
|
class PARTICLE_PT_boidbrain(ParticleButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Boid Brain"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
psys = context.particle_system
|
|
settings = particle_get_settings(context)
|
|
engine = context.scene.render.engine
|
|
|
|
if settings is None:
|
|
return False
|
|
if psys != None and psys.point_cache.use_external:
|
|
return False
|
|
return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
boids = particle_get_settings(context).boids
|
|
|
|
layout.enabled = particle_panel_enabled(context, context.particle_system)
|
|
|
|
# Currently boids can only use the first state so these are commented out for now.
|
|
#row = layout.row()
|
|
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
|
|
#col = row.row()
|
|
#sub = col.row(align=True)
|
|
#sub.operator("boid.state_add", icon='ZOOMIN', text="")
|
|
#sub.operator("boid.state_del", icon='ZOOMOUT', text="")
|
|
#sub = row.row(align=True)
|
|
#sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
|
|
#sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
|
|
|
|
state = boids.active_boid_state
|
|
|
|
#layout.prop(state, "name", text="State name")
|
|
|
|
row = layout.row()
|
|
row.prop(state, "ruleset_type")
|
|
if state.ruleset_type == 'FUZZY':
|
|
row.prop(state, "rule_fuzzy", slider=True)
|
|
else:
|
|
row.label(text="")
|
|
|
|
row = layout.row()
|
|
row.template_list(state, "rules", state, "active_boid_rule_index")
|
|
|
|
col = row.column()
|
|
sub = col.row()
|
|
subsub = sub.column(align=True)
|
|
subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
|
|
subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
|
|
sub = col.row()
|
|
subsub = sub.column(align=True)
|
|
subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
|
|
subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
|
|
|
|
rule = state.active_boid_rule
|
|
|
|
if rule:
|
|
row = layout.row()
|
|
row.prop(rule, "name", text="")
|
|
#somebody make nice icons for boids here please! -jahka
|
|
row.prop(rule, "use_in_air", icon='MOVE_UP_VEC', text="")
|
|
row.prop(rule, "use_on_land", icon='MOVE_DOWN_VEC', text="")
|
|
|
|
row = layout.row()
|
|
|
|
if rule.type == 'GOAL':
|
|
row.prop(rule, "object")
|
|
row = layout.row()
|
|
row.prop(rule, "use_predict")
|
|
elif rule.type == 'AVOID':
|
|
row.prop(rule, "object")
|
|
row = layout.row()
|
|
row.prop(rule, "use_predict")
|
|
row.prop(rule, "fear_factor")
|
|
elif rule.type == 'FOLLOW_PATH':
|
|
row.label(text="Not yet functional.")
|
|
elif rule.type == 'AVOID_COLLISION':
|
|
row.prop(rule, "use_avoid")
|
|
row.prop(rule, "use_avoid_collision")
|
|
row.prop(rule, "look_ahead")
|
|
elif rule.type == 'FOLLOW_LEADER':
|
|
row.prop(rule, "object", text="")
|
|
row.prop(rule, "distance")
|
|
row = layout.row()
|
|
row.prop(rule, "use_line")
|
|
sub = row.row()
|
|
sub.active = rule.line
|
|
sub.prop(rule, "queue_count")
|
|
elif rule.type == 'AVERAGE_SPEED':
|
|
row.prop(rule, "speed", slider=True)
|
|
row.prop(rule, "wander", slider=True)
|
|
row.prop(rule, "level", slider=True)
|
|
elif rule.type == 'FIGHT':
|
|
row.prop(rule, "distance")
|
|
row.prop(rule, "flee_distance")
|
|
|
|
|
|
class PARTICLE_PT_render(ParticleButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Render"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
psys = context.particle_system
|
|
engine = context.scene.render.engine
|
|
if psys is None:
|
|
return False
|
|
if psys.settings is None:
|
|
return False
|
|
return engine in cls.COMPAT_ENGINES
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
psys = context.particle_system
|
|
part = psys.settings
|
|
|
|
row = layout.row()
|
|
row.prop(part, "material")
|
|
row.prop(psys, "parent")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(part, "use_render_emitter")
|
|
col.prop(part, "use_parent_particles")
|
|
|
|
col = split.column()
|
|
col.prop(part, "show_unborn")
|
|
col.prop(part, "use_dead")
|
|
|
|
layout.prop(part, "render_type", expand=True)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
|
|
if part.render_type == 'LINE':
|
|
col.prop(part, "line_length_tail")
|
|
col.prop(part, "line_length_head")
|
|
|
|
split.prop(part, "use_velocity_length")
|
|
elif part.render_type == 'PATH':
|
|
col.prop(part, "use_strand_primitive")
|
|
sub = col.column()
|
|
sub.active = (part.use_strand_primitive is False)
|
|
sub.prop(part, "use_render_adaptive")
|
|
sub = col.column()
|
|
sub.active = part.use_render_adaptive or part.use_strand_primitive == True
|
|
sub.prop(part, "adaptive_angle")
|
|
sub = col.column()
|
|
sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
|
|
sub.prop(part, "adaptive_pixel")
|
|
col.prop(part, "use_hair_bspline")
|
|
col.prop(part, "render_step", text="Steps")
|
|
|
|
col = split.column()
|
|
col.label(text="Timing:")
|
|
col.prop(part, "use_absolute_path_time")
|
|
col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
|
|
col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
|
|
col.prop(part, "length_random", text="Random", slider=True)
|
|
|
|
row = layout.row()
|
|
col = row.column()
|
|
|
|
if part.type == 'HAIR' and part.use_strand_primitive == True and part.child_type == 'INTERPOLATED':
|
|
layout.prop(part, "use_simplify")
|
|
if part.use_simplify == True:
|
|
row = layout.row()
|
|
row.prop(part, "simplify_refsize")
|
|
row.prop(part, "simplify_rate")
|
|
row.prop(part, "simplify_transition")
|
|
row = layout.row()
|
|
row.prop(part, "use_simplify_viewport")
|
|
sub = row.row()
|
|
sub.active = part.viewport == True
|
|
sub.prop(part, "simplify_viewport")
|
|
|
|
elif part.render_type == 'OBJECT':
|
|
col.prop(part, "dupli_object")
|
|
col.prop(part, "use_global_dupli")
|
|
elif part.render_type == 'GROUP':
|
|
col.prop(part, "dupli_group")
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(part, "use_whole_group")
|
|
sub = col.column()
|
|
sub.active = (part.use_whole_group is False)
|
|
sub.prop(part, "use_group_count")
|
|
|
|
col = split.column()
|
|
sub = col.column()
|
|
sub.active = (part.use_whole_group is False)
|
|
sub.prop(part, "use_global_dupli")
|
|
sub.prop(part, "use_group_pick_random")
|
|
|
|
if part.use_group_count and not part.use_whole_group:
|
|
row = layout.row()
|
|
row.template_list(part, "dupli_weights", part, "active_dupliweight_index")
|
|
|
|
col = row.column()
|
|
sub = col.row()
|
|
subsub = sub.column(align=True)
|
|
subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
|
|
subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
|
|
subsub.operator("particle.dupliob_move_up", icon='MOVE_UP_VEC', text="")
|
|
subsub.operator("particle.dupliob_move_down", icon='MOVE_DOWN_VEC', text="")
|
|
|
|
weight = part.active_dupliweight
|
|
if weight:
|
|
row = layout.row()
|
|
row.prop(weight, "count")
|
|
|
|
elif part.render_type == 'BILLBOARD':
|
|
ob = context.object
|
|
|
|
col.label(text="Align:")
|
|
|
|
row = layout.row()
|
|
row.prop(part, "billboard_align", expand=True)
|
|
row.prop(part, "lock_billboard", text="Lock")
|
|
row = layout.row()
|
|
row.prop(part, "billboard_object")
|
|
|
|
row = layout.row()
|
|
col = row.column(align=True)
|
|
col.label(text="Tilt:")
|
|
col.prop(part, "billboard_tilt", text="Angle", slider=True)
|
|
col.prop(part, "billboard_tilt_random", text="Random", slider=True)
|
|
col = row.column()
|
|
col.prop(part, "billboard_offset")
|
|
|
|
col = layout.column()
|
|
col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_textures")
|
|
col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_textures")
|
|
|
|
split = layout.split(percentage=0.33)
|
|
split.label(text="Split uv's:")
|
|
split.prop(part, "billboard_uv_split", text="Number of splits")
|
|
col = layout.column()
|
|
col.active = part.billboard_uv_split > 1
|
|
col.prop_search(psys, "billboard_split_uv", ob.data, "uv_textures")
|
|
|
|
row = col.row()
|
|
row.label(text="Animate:")
|
|
row.prop(part, "billboard_animation", text="")
|
|
row.label(text="Offset:")
|
|
row.prop(part, "billboard_offset_split", text="")
|
|
|
|
if part.render_type == 'HALO' or part.render_type == 'LINE' or part.render_type == 'BILLBOARD':
|
|
row = layout.row()
|
|
col = row.column()
|
|
col.prop(part, "trail_count")
|
|
if part.trail_count > 1:
|
|
col.prop(part, "use_absolute_path_time", text="Length in frames")
|
|
col = row.column()
|
|
col.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time)
|
|
col.prop(part, "length_random", text="Random", slider=True)
|
|
else:
|
|
col = row.column()
|
|
col.label(text="")
|
|
|
|
if part.render_type in ('OBJECT', 'GROUP') and not part.use_advanced_hair:
|
|
row = layout.row(align=True)
|
|
row.prop(part, "particle_size")
|
|
row.prop(part, "size_random", slider=True)
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class PARTICLE_PT_draw(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Display"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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if psys is None:
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return False
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if psys.settings is None:
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return False
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return engine in cls.COMPAT_ENGINES
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|
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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row = layout.row()
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row.prop(part, "draw_method", expand=True)
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if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'):
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return
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path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH'
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row = layout.row()
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row.prop(part, "draw_percentage", slider=True)
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if part.draw_method != 'RENDER' or part.render_type == 'HALO':
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row.prop(part, "draw_size")
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else:
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row.label(text="")
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if part.draw_percentage != 100:
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if part.type == 'HAIR':
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if psys.use_hair_dynamics and psys.point_cache.is_baked == False:
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layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
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else:
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phystype = part.physics_type
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if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked == False:
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layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
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|
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row = layout.row()
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col = row.column()
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col.prop(part, "show_size")
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col.prop(part, "show_velocity")
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col.prop(part, "show_number")
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if part.physics_type == 'BOIDS':
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col.prop(part, "show_health")
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col = row.column(align=True)
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col.label(text="Color:")
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col.prop(part, "draw_color", text="")
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sub = col.row()
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sub.active = part.draw_color in ('VELOCITY', 'ACCELERATION')
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sub.prop(part, "color_maximum", text="Max")
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|
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if (path):
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col.prop(part, "draw_step")
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|
|
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class PARTICLE_PT_children(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Children"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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|
|
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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|
|
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def draw(self, context):
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|
layout = self.layout
|
|
|
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psys = context.particle_system
|
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part = particle_get_settings(context)
|
|
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layout.row().prop(part, "child_type", expand=True)
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|
|
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if part.child_type == 'NONE':
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|
return
|
|
|
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row = layout.row()
|
|
|
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col = row.column(align=True)
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|
col.prop(part, "child_nbr", text="Display")
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|
col.prop(part, "rendered_child_count", text="Render")
|
|
|
|
if part.child_type == 'INTERPOLATED':
|
|
col = row.column()
|
|
if psys:
|
|
col.prop(psys, "child_seed", text="Seed")
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|
col.prop(part, "virtual_parents", slider=True)
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|
col.prop(part, "create_long_hair_children")
|
|
else:
|
|
col = row.column(align=True)
|
|
col.prop(part, "child_size", text="Size")
|
|
col.prop(part, "child_size_random", text="Random")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Effects:")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "clump_factor", slider=True)
|
|
sub.prop(part, "clump_shape", slider=True)
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "child_length", slider=True)
|
|
sub.prop(part, "child_length_threshold", slider=True)
|
|
|
|
if part.child_type == 'SIMPLE':
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "child_radius", text="Radius")
|
|
sub.prop(part, "child_roundness", text="Roundness", slider=True)
|
|
if psys:
|
|
sub.prop(psys, "child_seed", text="Seed")
|
|
elif part.virtual_parents > 0.0:
|
|
sub = col.column(align=True)
|
|
sub.label(text="Parting not")
|
|
sub.label(text="available with")
|
|
sub.label(text="virtual parents.")
|
|
else:
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "child_parting_factor", text="Parting", slider=True)
|
|
sub.prop(part, "child_parting_min", text="Min")
|
|
sub.prop(part, "child_parting_max", text="Max")
|
|
|
|
col = split.column()
|
|
col.label(text="Roughness:")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "roughness_1", text="Uniform")
|
|
sub.prop(part, "roughness_1_size", text="Size")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "roughness_endpoint", "Endpoint")
|
|
sub.prop(part, "roughness_end_shape")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "roughness_2", text="Random")
|
|
sub.prop(part, "roughness_2_size", text="Size")
|
|
sub.prop(part, "roughness_2_threshold", slider=True)
|
|
|
|
layout.row().label(text="Kink:")
|
|
layout.row().prop(part, "kink", expand=True)
|
|
|
|
split = layout.split()
|
|
split.active = part.kink != 'NO'
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "kink_amplitude")
|
|
sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
|
|
col.prop(part, "kink_flat", slider=True)
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.prop(part, "kink_frequency")
|
|
sub.prop(part, "kink_shape", slider=True)
|
|
|
|
|
|
class PARTICLE_PT_field_weights(ParticleButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Field Weights"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return particle_panel_poll(cls, context)
|
|
|
|
def draw(self, context):
|
|
part = particle_get_settings(context)
|
|
effector_weights_ui(self, context, part.effector_weights)
|
|
|
|
if part.type == 'HAIR':
|
|
row = self.layout.row()
|
|
row.prop(part.effector_weights, "apply_to_hair_growing")
|
|
row.prop(part, "apply_effector_to_children")
|
|
row = self.layout.row()
|
|
row.prop(part, "effect_hair", slider=True)
|
|
|
|
|
|
class PARTICLE_PT_force_fields(ParticleButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Force Field Settings"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
part = particle_get_settings(context)
|
|
|
|
row = layout.row()
|
|
row.prop(part, "use_self_effect")
|
|
row.prop(part, "effector_amount", text="Amount")
|
|
|
|
split = layout.split(percentage=0.2)
|
|
split.label(text="Type 1:")
|
|
split.prop(part.force_field_1, "type", text="")
|
|
basic_force_field_settings_ui(self, context, part.force_field_1)
|
|
if part.force_field_1.type != 'NONE':
|
|
layout.label(text="Falloff:")
|
|
basic_force_field_falloff_ui(self, context, part.force_field_1)
|
|
|
|
if part.force_field_1.type != 'NONE':
|
|
layout.label(text="")
|
|
|
|
split = layout.split(percentage=0.2)
|
|
split.label(text="Type 2:")
|
|
split.prop(part.force_field_2, "type", text="")
|
|
basic_force_field_settings_ui(self, context, part.force_field_2)
|
|
if part.force_field_2.type != 'NONE':
|
|
layout.label(text="Falloff:")
|
|
basic_force_field_falloff_ui(self, context, part.force_field_2)
|
|
|
|
|
|
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Vertexgroups"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
if context.particle_system == None:
|
|
return False
|
|
return particle_panel_poll(cls, context)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
ob = context.object
|
|
psys = context.particle_system
|
|
# part = psys.settings
|
|
|
|
# layout.label(text="Nothing here yet.")
|
|
|
|
row = layout.row()
|
|
row.label(text="Vertex Group")
|
|
row.label(text="Negate")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
|
|
row.prop(psys, "invert_vertex_group_density", text="")
|
|
|
|
# Commented out vertex groups don't work and are still waiting for better implementation
|
|
# row = layout.row()
|
|
# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
|
|
# row.prop(psys, "invert_vertex_group_velocity", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
|
|
row.prop(psys, "invert_vertex_group_length", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
|
|
row.prop(psys, "invert_vertex_group_clump", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
|
|
row.prop(psys, "invert_vertex_group_kink", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
|
|
row.prop(psys, "invert_vertex_group_roughness_1", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
|
|
row.prop(psys, "invert_vertex_group_roughness_2", text="")
|
|
|
|
row = layout.row()
|
|
row.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
|
|
row.prop(psys, "invert_vertex_group_roughness_end", text="")
|
|
|
|
# row = layout.row()
|
|
# row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
|
|
# row.prop(psys, "invert_vertex_group_size", text="")
|
|
|
|
# row = layout.row()
|
|
# row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
|
|
# row.prop(psys, "invert_vertex_group_tangent", text="")
|
|
|
|
# row = layout.row()
|
|
# row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
|
|
# row.prop(psys, "invert_vertex_group_rotation", text="")
|
|
|
|
# row = layout.row()
|
|
# row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
|
|
# row.prop(psys, "invert_vertex_group_field", text="")
|
|
|
|
|
|
class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, bpy.types.Panel):
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
_context_path = "particle_system.settings"
|
|
_property_type = bpy.types.ParticleSettings
|
|
|
|
|
|
def register():
|
|
bpy.utils.register_module(__name__)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.unregister_module(__name__)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|