Files
blender/release/scripts/startup/bl_ui/properties_texture.py
Julian Eisel 4cc8123377 UI: Use property split layout and decorators for material properties
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
2020-05-01 15:21:41 +02:00

906 lines
27 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import (
Menu,
Panel,
UIList,
)
from bpy.types import (
Brush,
FreestyleLineStyle,
ParticleSettings,
Texture,
)
from rna_prop_ui import PropertyPanel
from bl_ui.properties_paint_common import brush_texture_settings
class TEXTURE_MT_context_menu(Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, _context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_UL_texslots(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
slot = item
tex = slot.texture if slot else None
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if tex:
layout.prop(tex, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
def context_tex_datablock(context):
idblock = context.brush
if idblock:
return idblock
idblock = context.line_style
if idblock:
return idblock
if context.particle_system:
idblock = context.particle_system.settings
return idblock
class TextureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
# Show Alpha Button for Brush Textures, see #29502
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
layout.prop(tex, "use_preview_alpha")
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
col = layout.column()
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
col.template_texture_user()
if user or pin_id:
col.separator()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
col.separator()
split = col.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
class TEXTURE_PT_node(TextureButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
node = context.texture_node
return node and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
node = context.texture_node
ntree = node.id_data
layout.template_node_view(ntree, node, None)
class TextureTypePanel(TextureButtonsPanel):
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.engine
return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class TEXTURE_PT_clouds(TextureTypePanel, Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "cloud_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel, Panel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "wood_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col = col.column()
col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
col.prop(tex, "noise_type", text="Type")
col.separator()
sub = flow.column()
sub.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
sub.prop(tex, "noise_scale", text="Size")
sub.prop(tex, "turbulence")
sub.prop(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel, Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "marble_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel, Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_depth", text="Depth")
col = flow.column()
col.prop(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel, Panel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "progression")
col.separator()
col = flow.column()
col.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'})
col.prop(tex, "use_flip_axis", text="Orientation")
class TEXTURE_PT_stucci(TextureTypePanel, Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.row().prop(tex, "stucci_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel, Panel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, _context):
# TODO: maybe expose the template_ID from the template image here.
layout = self.layout
del layout
class TEXTURE_PT_image_settings(TextureTypePanel, Panel):
bl_label = "Settings"
bl_parent_id = 'TEXTURE_PT_image'
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
def texture_filter_common(tex, layout):
layout.prop(tex, "filter_type", text="Filter Type")
if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}:
col = layout.column()
if tex.filter_type == 'FELINE':
col.prop(tex, "filter_lightprobes", text="Light Probes")
else:
col.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size", text="Size")
layout.prop(tex, "use_filter_size_min", text="Minimum Size")
class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'TEXTURE_PT_image'
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "use_interpolation")
col.separator()
col = flow.column()
col.prop(tex, "use_mipmap")
sub = col.column()
sub.active = tex.use_mipmap
sub.prop(tex, "use_mipmap_gauss", text="Gaussian Filter")
col.separator()
texture_filter_common(tex, flow)
class TEXTURE_PT_image_alpha(TextureTypePanel, Panel):
bl_label = "Alpha"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'TEXTURE_PT_image'
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_alpha", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.active = bool(tex.image and tex.image.alpha_mode != 'NONE')
col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Mapping"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'TEXTURE_PT_image'
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.prop(tex, "use_flip_axis", text="Flip Axes")
col.separator()
subcol = layout.column()
subcol.prop(tex, "extension") # use layout, to keep the same location in case of button cycling.
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if tex.extension == 'REPEAT':
col = flow.column()
sub = col.column(align=True)
sub.prop(tex, "repeat_x", text="Repeat X")
sub.prop(tex, "repeat_y", text="Y")
col = flow.column()
sub = col.column()
sub.active = (tex.repeat_x > 1)
sub.prop(tex, "use_mirror_x", text="Mirror X")
sub = col.column()
sub.active = (tex.repeat_y > 1)
sub.prop(tex, "use_mirror_y", text="Y")
elif tex.extension == 'CHECKER':
subcol.separator()
col = flow.column()
col.prop(tex, "checker_distance", text="Distance")
col = flow.column()
col.prop(tex, "use_checker_even", text="Tiles Even")
col.prop(tex, "use_checker_odd", text="Odd")
else:
del flow
class TEXTURE_PT_image_mapping_crop(TextureTypePanel, Panel):
bl_label = "Crop"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'TEXTURE_PT_image_mapping'
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column(align=True)
# col.prop(tex, "crop_rectangle")
col.prop(tex, "crop_min_x", text="Minimum X")
col.prop(tex, "crop_min_y", text="Y")
col = flow.column(align=True)
col.prop(tex, "crop_max_x", text="Maximum X")
col.prop(tex, "crop_max_y", text="Y")
class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "musgrave_type")
col.separator()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
col.separator()
col = flow.column()
col.prop(tex, "dimension_max", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
col.separator()
musgrave_type = tex.musgrave_type
col = flow.column()
if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "offset")
col.prop(tex, "noise_intensity", text="Intensity")
if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "gain")
class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "distance_metric")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
sub.separator()
col = flow.column()
col.prop(tex, "color_mode")
col.prop(tex, "noise_intensity", text="Intensity")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TEXTURE_PT_voronoi_feature_weights(TextureTypePanel, Panel):
bl_label = "Feature Weights"
bl_parent_id = "TEXTURE_PT_voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column(align=True)
col.prop(tex, "weight_1", text="First", slider=True)
col.prop(tex, "weight_2", text="Second", slider=True)
sub = flow.column(align=True)
sub.prop(tex, "weight_3", text="Third", slider=True)
sub.prop(tex, "weight_4", text="Fourth", slider=True)
class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_distortion", text="Distortion")
col.separator()
col = flow.column()
col.prop(tex, "distortion", text="Amount")
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
return (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
idblock = context_tex_datablock(context)
tex = context.texture_slot
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
col = flow.column()
col.prop(tex, "texture_coords", text="Coordinates")
# Note: the ORCO case used to call ob.data, "texco_mesh" prop.
if tex.texture_coords == 'UV':
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tex, "uv_layer", ob.data, "uv_layers", text="Map")
else:
col.prop(tex, "uv_layer", text="Map")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "object", text="Object")
col.separator()
if isinstance(idblock, FreestyleLineStyle):
col = flow.column()
col.prop(tex, "mapping", text="Projection")
col.separator()
col = flow.column()
col.prop(tex, "mapping_x", text="Mapping X")
col.prop(tex, "mapping_y", text="Y")
col.prop(tex, "mapping_z", text="Z")
col.separator()
col = flow.column(align=True)
col.column().prop(tex, "offset")
col = flow.column(align=True)
col.column().prop(tex, "scale")
class TEXTURE_PT_influence(TextureSlotPanel, Panel):
bl_label = "Influence"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
idblock = context_tex_datablock(context)
tex = context.texture_slot
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.active = getattr(tex, toggle)
row.prop(tex, factor, text=name, slider=True)
sub = row.row(align=True)
sub.prop(tex, toggle, text="")
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, ParticleSettings):
col = flow.column()
factor_but(col, "use_map_time", "time_factor", "General Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col.separator()
col = flow.column()
factor_but(col, "use_map_velocity", "velocity_factor", "Physics Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
col.separator()
col = flow.column()
factor_but(col, "use_map_length", "length_factor", "Hair Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = flow.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
col = flow.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
if not isinstance(idblock, ParticleSettings):
col = flow.column()
col.prop(tex, "blend_type", text="Blend")
# Color is used on gray-scale textures
col.prop(tex, "color", text="")
class TextureColorsPoll:
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_colors(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "use_clamp", text="Clamp")
col = flow.column(align=True)
col.prop(tex, "factor_red", text="Multiply R")
col.prop(tex, "factor_green", text="G")
col.prop(tex, "factor_blue", text="B")
col.separator()
col = flow.column()
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
class TEXTURE_PT_colors_ramp(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Color Ramp"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'TEXTURE_PT_colors'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_color_ramp", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
# Note: TODO after creation of a new texture, the template_color_ramp will be blank.
# Possibly needs to be fixed in the template itself.
is_active = bool(tex and tex.use_color_ramp)
if is_active:
layout.template_color_ramp(tex, "color_ramp", expand=True)
else:
layout.alignment = 'RIGHT'
layout.label(text="Enable the Color Ramp first")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "texture"
_property_type = Texture
@classmethod
def poll(cls, context):
return context.texture and (context.engine in cls.COMPAT_ENGINES)
classes = (
TEXTURE_MT_context_menu,
TEXTURE_UL_texslots,
TEXTURE_PT_preview,
TEXTURE_PT_context,
TEXTURE_PT_node,
TEXTURE_PT_clouds,
TEXTURE_PT_wood,
TEXTURE_PT_marble,
TEXTURE_PT_magic,
TEXTURE_PT_blend,
TEXTURE_PT_stucci,
TEXTURE_PT_image,
TEXTURE_PT_image_settings,
TEXTURE_PT_image_alpha,
TEXTURE_PT_image_mapping,
TEXTURE_PT_image_mapping_crop,
TEXTURE_PT_image_sampling,
TEXTURE_PT_musgrave,
TEXTURE_PT_voronoi,
TEXTURE_PT_voronoi_feature_weights,
TEXTURE_PT_distortednoise,
TEXTURE_PT_influence,
TEXTURE_PT_mapping,
TEXTURE_PT_colors,
TEXTURE_PT_colors_ramp,
TEXTURE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)