
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
737 lines
22 KiB
Python
737 lines
22 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
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class RENDER_MT_presets(Menu):
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bl_label = "Render Presets"
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preset_subdir = "render"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RENDER_MT_ffmpeg_presets(Menu):
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bl_label = "FFMPEG Presets"
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preset_subdir = "ffmpeg"
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preset_operator = "script.python_file_run"
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draw = Menu.draw_preset
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class RENDER_MT_framerate_presets(Menu):
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bl_label = "Frame Rate Presets"
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preset_subdir = "framerate"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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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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return (context.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_context(Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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bl_options = {'HIDE_HEADER'}
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bl_label = ""
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@classmethod
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def poll(cls, context):
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return context.scene
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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if rd.has_multiple_engines:
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layout.prop(rd, "engine", text="")
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class RENDER_PT_render(RenderButtonsPanel, Panel):
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bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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row = layout.row(align=True)
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row.operator("render.render", text="Render", icon='RENDER_STILL')
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row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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row.operator("sound.mixdown", text="Audio", icon='PLAY_AUDIO')
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split = layout.split(percentage=0.33)
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split.label(text="Display:")
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row = split.row(align=True)
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row.prop(rd, "display_mode", text="")
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row.prop(rd, "use_lock_interface", icon_only=True)
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class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
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bl_label = "Dimensions"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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_frame_rate_args_prev = None
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_preset_class = None
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@staticmethod
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def _draw_framerate_label(*args):
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# avoids re-creating text string each draw
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if RENDER_PT_dimensions._frame_rate_args_prev == args:
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return RENDER_PT_dimensions._frame_rate_ret
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fps, fps_base, preset_label = args
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if fps_base == 1.0:
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fps_rate = round(fps)
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else:
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fps_rate = round(fps / fps_base, 2)
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# TODO: Change the following to iterate over existing presets
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custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
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if custom_framerate is True:
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fps_label_text = "Custom (%r fps)" % fps_rate
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show_framerate = True
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else:
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fps_label_text = "%r fps" % fps_rate
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show_framerate = (preset_label == "Custom")
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RENDER_PT_dimensions._frame_rate_args_prev = args
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RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
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return args
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@staticmethod
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def draw_framerate(sub, rd):
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if RENDER_PT_dimensions._preset_class is None:
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RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
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args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
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fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
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sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
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if show_framerate:
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sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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row = layout.row(align=True)
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row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
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row.operator("render.preset_add", text="", icon='ZOOMIN')
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row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
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split = layout.split()
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Resolution:")
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sub.prop(rd, "resolution_x", text="X")
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sub.prop(rd, "resolution_y", text="Y")
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sub.prop(rd, "resolution_percentage", text="")
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sub.label(text="Aspect Ratio:")
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sub.prop(rd, "pixel_aspect_x", text="X")
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sub.prop(rd, "pixel_aspect_y", text="Y")
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row = col.row()
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row.prop(rd, "use_border", text="Border")
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sub = row.row()
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sub.active = rd.use_border
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sub.prop(rd, "use_crop_to_border", text="Crop")
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Frame Range:")
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sub.prop(scene, "frame_start")
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sub.prop(scene, "frame_end")
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sub.prop(scene, "frame_step")
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sub.label(text="Frame Rate:")
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self.draw_framerate(sub, rd)
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subrow = sub.row(align=True)
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subrow.label(text="Time Remapping:")
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subrow = sub.row(align=True)
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subrow.prop(rd, "frame_map_old", text="Old")
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subrow.prop(rd, "frame_map_new", text="New")
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class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
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bl_label = "Post Processing"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_compositing")
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col.prop(rd, "use_sequencer")
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split.prop(rd, "dither_intensity", text="Dither", slider=True)
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if context.engine == 'BLENDER_EEVEE':
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return
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_fields", text="Fields")
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sub = col.column()
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sub.active = rd.use_fields
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sub.row().prop(rd, "field_order", expand=True)
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sub.prop(rd, "use_fields_still", text="Still")
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col = split.column()
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col.prop(rd, "use_edge_enhance")
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sub = col.column()
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sub.active = rd.use_edge_enhance
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sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
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sub.prop(rd, "edge_color", text="")
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class RENDER_PT_stamp(RenderButtonsPanel, Panel):
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bl_label = "Metadata"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.prop(rd, "use_stamp")
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col = layout.column()
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col.active = rd.use_stamp
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row = col.row()
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row.prop(rd, "stamp_font_size", text="Font Size")
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row.prop(rd, "use_stamp_labels", text="Draw Labels")
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row = col.row()
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row.column().prop(rd, "stamp_foreground", slider=True)
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row.column().prop(rd, "stamp_background", slider=True)
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layout.label("Enabled Metadata")
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_stamp_time", text="Time")
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col.prop(rd, "use_stamp_date", text="Date")
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col.prop(rd, "use_stamp_render_time", text="RenderTime")
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col.prop(rd, "use_stamp_frame", text="Frame")
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col.prop(rd, "use_stamp_scene", text="Scene")
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col.prop(rd, "use_stamp_memory", text="Memory")
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col = split.column()
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col.prop(rd, "use_stamp_camera", text="Camera")
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col.prop(rd, "use_stamp_lens", text="Lens")
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col.prop(rd, "use_stamp_filename", text="Filename")
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col.prop(rd, "use_stamp_frame_range", text="Frame range")
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col.prop(rd, "use_stamp_marker", text="Marker")
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col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
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row = layout.split(percentage=0.2)
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row.prop(rd, "use_stamp_note", text="Note")
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sub = row.row()
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sub.active = rd.use_stamp_note
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sub.prop(rd, "stamp_note_text", text="")
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if rd.use_sequencer:
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layout.label("Sequencer:")
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layout.prop(rd, "use_stamp_strip_meta")
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class RENDER_PT_output(RenderButtonsPanel, Panel):
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bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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image_settings = rd.image_settings
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file_format = image_settings.file_format
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layout.prop(rd, "filepath", text="")
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split = layout.split()
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col = split.column()
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col.active = not rd.is_movie_format
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col.prop(rd, "use_overwrite")
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col.prop(rd, "use_placeholder")
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col = split.column()
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col.prop(rd, "use_file_extension")
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col.prop(rd, "use_render_cache")
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layout.template_image_settings(image_settings, color_management=False)
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if rd.use_multiview:
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layout.template_image_views(image_settings)
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class RENDER_PT_encoding(RenderButtonsPanel, Panel):
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bl_label = "Encoding"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
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split = layout.split()
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split.prop(rd.ffmpeg, "format")
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split.prop(ffmpeg, "use_autosplit")
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# Video:
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layout.separator()
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self.draw_vcodec(context)
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# Audio:
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layout.separator()
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if ffmpeg.format != 'MP3':
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layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
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if ffmpeg.audio_codec != 'NONE':
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row = layout.row()
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row.prop(ffmpeg, "audio_bitrate")
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row.prop(ffmpeg, "audio_volume", slider=True)
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def draw_vcodec(self, context):
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"""Video codec options."""
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layout = self.layout
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ffmpeg = context.scene.render.ffmpeg
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needs_codec = ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG', 'MPEG4'}
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if needs_codec:
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layout.prop(ffmpeg, "codec")
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if needs_codec and ffmpeg.codec == 'NONE':
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return
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if ffmpeg.codec in {'DNXHD'}:
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layout.prop(ffmpeg, "use_lossless_output")
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# Output quality
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use_crf = needs_codec and ffmpeg.codec in {'H264', 'MPEG4', 'WEBM'}
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if use_crf:
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layout.prop(ffmpeg, "constant_rate_factor")
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# Encoding speed
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layout.prop(ffmpeg, "ffmpeg_preset")
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# I-frames
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layout.prop(ffmpeg, "gopsize")
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# B-Frames
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row = layout.row()
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row.prop(ffmpeg, "use_max_b_frames", text="Max B-frames")
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pbox = row.split()
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pbox.prop(ffmpeg, "max_b_frames", text="")
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pbox.enabled = ffmpeg.use_max_b_frames
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if not use_crf or ffmpeg.constant_rate_factor == 'NONE':
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split = layout.split()
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col = split.column()
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col.label(text="Rate:")
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col.prop(ffmpeg, "video_bitrate")
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col.prop(ffmpeg, "minrate", text="Minimum")
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col.prop(ffmpeg, "maxrate", text="Maximum")
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col.prop(ffmpeg, "buffersize", text="Buffer")
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col = split.column()
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col.label(text="Mux:")
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col.prop(ffmpeg, "muxrate", text="Rate")
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col.prop(ffmpeg, "packetsize", text="Packet Size")
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class RENDER_PT_clay_layer_settings(RenderButtonsPanel, Panel):
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bl_label = "Clay Layer Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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def draw(self, context):
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layout = self.layout
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props = context.scene.layer_properties['BLENDER_CLAY']
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col = layout.column()
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col.prop(props, "ssao_samples")
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class RENDER_PT_clay_collection_settings(RenderButtonsPanel, Panel):
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bl_label = "Clay Collection Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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def draw(self, context):
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layout = self.layout
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props = context.scene.collection_properties['BLENDER_CLAY']
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col = layout.column()
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col.template_icon_view(props, "matcap_icon")
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col.prop(props, "matcap_rotation")
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col.prop(props, "matcap_hue")
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col.prop(props, "matcap_saturation")
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col.prop(props, "matcap_value")
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col.prop(props, "ssao_factor_cavity")
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col.prop(props, "ssao_factor_edge")
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col.prop(props, "ssao_distance")
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col.prop(props, "ssao_attenuation")
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col.prop(props, "hair_brightness_randomness")
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class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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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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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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self.layout.prop(props, "gtao_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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layout.active = props.gtao_enable
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col = layout.column()
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col.prop(props, "gtao_use_bent_normals")
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col.prop(props, "gtao_bounce")
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col.prop(props, "gtao_distance")
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col.prop(props, "gtao_factor")
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col.prop(props, "gtao_quality")
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class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Motion Blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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|
|
@classmethod
|
|
def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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|
|
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def draw_header(self, context):
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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self.layout.prop(props, "motion_blur_enable", text="")
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|
|
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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|
|
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layout.active = props.motion_blur_enable
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col = layout.column()
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col.prop(props, "motion_blur_samples")
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col.prop(props, "motion_blur_shutter")
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|
|
|
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class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
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bl_label = "Depth of Field"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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self.layout.prop(props, "dof_enable", text="")
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|
|
|
def draw(self, context):
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|
layout = self.layout
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|
scene = context.scene
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|
props = scene.layer_properties['BLENDER_EEVEE']
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|
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layout.active = props.dof_enable
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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col.prop(props, "bokeh_threshold")
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|
|
|
|
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class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
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bl_label = "Bloom"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "bloom_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
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layout.active = props.bloom_enable
|
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col = layout.column()
|
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col.prop(props, "bloom_threshold")
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col.prop(props, "bloom_knee")
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col.prop(props, "bloom_radius")
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col.prop(props, "bloom_color")
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col.prop(props, "bloom_intensity")
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col.prop(props, "bloom_clamp")
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|
|
|
|
|
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
|
|
bl_label = "Volumetric"
|
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bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "volumetric_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
layout.active = props.volumetric_enable
|
|
col = layout.column()
|
|
col.prop(props, "volumetric_start")
|
|
col.prop(props, "volumetric_end")
|
|
col.prop(props, "volumetric_tile_size")
|
|
col.prop(props, "volumetric_samples")
|
|
col.prop(props, "volumetric_sample_distribution")
|
|
col.prop(props, "volumetric_lights")
|
|
col.prop(props, "volumetric_light_clamp")
|
|
col.prop(props, "volumetric_shadows")
|
|
col.prop(props, "volumetric_shadow_samples")
|
|
col.prop(props, "volumetric_colored_transmittance")
|
|
|
|
|
|
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
|
|
bl_label = "Subsurface Scattering"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "sss_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "sss_samples")
|
|
col.prop(props, "sss_jitter_threshold")
|
|
col.prop(props, "sss_separate_albedo")
|
|
|
|
|
|
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
|
|
bl_label = "Screen Space Reflections"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "ssr_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.active = props.ssr_enable
|
|
col.prop(props, "ssr_refraction")
|
|
col.prop(props, "ssr_halfres")
|
|
col.prop(props, "ssr_quality")
|
|
col.prop(props, "ssr_max_roughness")
|
|
col.prop(props, "ssr_thickness")
|
|
col.prop(props, "ssr_border_fade")
|
|
col.prop(props, "ssr_firefly_fac")
|
|
|
|
|
|
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
|
|
bl_label = "Shadows"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "shadow_method")
|
|
col.prop(props, "shadow_size")
|
|
col.prop(props, "shadow_high_bitdepth")
|
|
|
|
|
|
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
|
|
bl_label = "Sampling"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "taa_samples")
|
|
col.prop(props, "taa_render_samples")
|
|
|
|
|
|
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
|
|
bl_label = "Indirect Lighting"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "gi_diffuse_bounces")
|
|
col.prop(props, "gi_cubemap_resolution")
|
|
col.prop(props, "gi_visibility_resolution")
|
|
|
|
|
|
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
|
|
bl_label = "Film"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
rd = scene.render
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(rd, "filter_size")
|
|
|
|
col = split.column()
|
|
col.prop(rd, "alpha_mode", text="Alpha")
|
|
|
|
|
|
classes = (
|
|
RENDER_MT_presets,
|
|
RENDER_MT_ffmpeg_presets,
|
|
RENDER_MT_framerate_presets,
|
|
RENDER_PT_context,
|
|
RENDER_PT_render,
|
|
RENDER_PT_dimensions,
|
|
RENDER_PT_post_processing,
|
|
RENDER_PT_stamp,
|
|
RENDER_PT_output,
|
|
RENDER_PT_encoding,
|
|
RENDER_PT_clay_layer_settings,
|
|
RENDER_PT_clay_collection_settings,
|
|
RENDER_PT_eevee_sampling,
|
|
RENDER_PT_eevee_film,
|
|
RENDER_PT_eevee_shadows,
|
|
RENDER_PT_eevee_indirect_lighting,
|
|
RENDER_PT_eevee_subsurface_scattering,
|
|
RENDER_PT_eevee_screen_space_reflections,
|
|
RENDER_PT_eevee_ambient_occlusion,
|
|
RENDER_PT_eevee_volumetric,
|
|
RENDER_PT_eevee_motion_blur,
|
|
RENDER_PT_eevee_depth_of_field,
|
|
RENDER_PT_eevee_bloom,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|