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test/intern/cycles/blender/addon/ui.py

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#
# Copyright 2011-2013 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# <pep8 compliant>
import bpy
from bpy_extras.node_utils import find_node_input, find_output_node
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from bpy.types import (
Panel,
Menu,
Operator,
)
class CYCLES_MT_sampling_presets(Menu):
bl_label = "Sampling Presets"
preset_subdir = "cycles/sampling"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'CYCLES'}
draw = Menu.draw_preset
class CYCLES_MT_integrator_presets(Menu):
bl_label = "Integrator Presets"
preset_subdir = "cycles/integrator"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'CYCLES'}
draw = Menu.draw_preset
class CyclesButtonsPanel:
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return context.engine in cls.COMPAT_ENGINES
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def get_device_type(context):
return context.user_preferences.addons[__package__].preferences.compute_device_type
def use_cpu(context):
cscene = context.scene.cycles
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return (get_device_type(context) == 'NONE' or cscene.device == 'CPU')
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def use_opencl(context):
cscene = context.scene.cycles
return (get_device_type(context) == 'OPENCL' and cscene.device == 'GPU')
def use_cuda(context):
cscene = context.scene.cycles
return (get_device_type(context) == 'CUDA' and cscene.device == 'GPU')
def use_branched_path(context):
cscene = context.scene.cycles
return (cscene.progressive == 'BRANCHED_PATH')
def use_sample_all_lights(context):
cscene = context.scene.cycles
return cscene.sample_all_lights_direct or cscene.sample_all_lights_indirect
def show_device_active(context):
cscene = context.scene.cycles
if cscene.device != 'GPU':
return True
return context.user_preferences.addons[__package__].preferences.has_active_device()
def draw_samples_info(layout, context):
cscene = context.scene.cycles
integrator = cscene.progressive
# Calculate sample values
if integrator == 'PATH':
aa = cscene.samples
if cscene.use_square_samples:
aa = aa * aa
else:
aa = cscene.aa_samples
d = cscene.diffuse_samples
g = cscene.glossy_samples
t = cscene.transmission_samples
ao = cscene.ao_samples
ml = cscene.mesh_light_samples
sss = cscene.subsurface_samples
vol = cscene.volume_samples
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if cscene.use_square_samples:
aa = aa * aa
d = d * d
g = g * g
t = t * t
ao = ao * ao
ml = ml * ml
sss = sss * sss
vol = vol * vol
# Draw interface
# Do not draw for progressive, when Square Samples are disabled
if use_branched_path(context) or (cscene.use_square_samples and integrator == 'PATH'):
col = layout.column(align=True)
col.scale_y = 0.6
col.label("Total Samples:")
col.separator()
if integrator == 'PATH':
col.label("%s AA" % aa)
else:
col.label("%s AA, %s Diffuse, %s Glossy, %s Transmission" %
(aa, d * aa, g * aa, t * aa))
col.separator()
col.label("%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
(ao * aa, ml * aa, sss * aa, vol * aa))
class CYCLES_RENDER_PT_sampling(CyclesButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
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row = layout.row(align=True)
row.menu("CYCLES_MT_sampling_presets", text=bpy.types.CYCLES_MT_sampling_presets.bl_label)
row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMIN")
row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMOUT").remove_active = True
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row = layout.row()
sub = row.row()
sub.prop(cscene, "progressive", text="")
row.prop(cscene, "use_square_samples")
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split = layout.split()
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col = split.column()
sub = col.column(align=True)
sub.label("Settings:")
seed_sub = sub.row(align=True)
seed_sub.prop(cscene, "seed")
seed_sub.prop(cscene, "use_animated_seed", text="", icon="TIME")
sub.prop(cscene, "sample_clamp_direct")
sub.prop(cscene, "sample_clamp_indirect")
sub.prop(cscene, "light_sampling_threshold")
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if cscene.progressive == 'PATH' or use_branched_path(context) is False:
col = split.column()
sub = col.column(align=True)
sub.label(text="Samples:")
sub.prop(cscene, "samples", text="Render")
sub.prop(cscene, "preview_samples", text="Preview")
else:
sub.label(text="AA Samples:")
sub.prop(cscene, "aa_samples", text="Render")
sub.prop(cscene, "preview_aa_samples", text="Preview")
col = split.column()
sub = col.column(align=True)
sub.label(text="Samples:")
sub.prop(cscene, "diffuse_samples", text="Diffuse")
sub.prop(cscene, "glossy_samples", text="Glossy")
sub.prop(cscene, "transmission_samples", text="Transmission")
sub.prop(cscene, "ao_samples", text="AO")
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(cscene, "mesh_light_samples", text="Mesh Light")
sub.prop(cscene, "subsurface_samples", text="Subsurface")
sub.prop(cscene, "volume_samples", text="Volume")
col = layout.column(align=True)
col.prop(cscene, "sample_all_lights_direct")
col.prop(cscene, "sample_all_lights_indirect")
layout.row().prop(cscene, "sampling_pattern", text="Pattern")
draw_samples_info(layout, context)
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class CYCLES_RENDER_PT_geometry(CyclesButtonsPanel, Panel):
bl_label = "Geometry"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
ccscene = scene.cycles_curves
row = layout.row()
row.label("Volume Sampling:")
row = layout.row()
row.prop(cscene, "volume_step_size")
row.prop(cscene, "volume_max_steps")
layout.separator()
if cscene.feature_set == 'EXPERIMENTAL':
layout.label("Subdivision Rate:")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.prop(cscene, "dicing_rate", text="Render")
sub.prop(cscene, "preview_dicing_rate", text="Preview")
col = split.column()
col.prop(cscene, "offscreen_dicing_scale", text="Offscreen Scale")
col.prop(cscene, "max_subdivisions")
layout.prop(cscene, "dicing_camera")
layout.separator()
layout.label("Hair:")
layout.prop(ccscene, "use_curves", text="Use Hair")
col = layout.column()
col.active = ccscene.use_curves
col.prop(ccscene, "primitive", text="Primitive")
col.prop(ccscene, "shape", text="Shape")
if not (ccscene.primitive in {'CURVE_SEGMENTS', 'LINE_SEGMENTS'} and ccscene.shape == 'RIBBONS'):
col.prop(ccscene, "cull_backfacing", text="Cull back-faces")
if ccscene.primitive == 'TRIANGLES' and ccscene.shape == 'THICK':
col.prop(ccscene, "resolution", text="Resolution")
elif ccscene.primitive == 'CURVE_SEGMENTS':
col.prop(ccscene, "subdivisions", text="Curve subdivisions")
row = col.row()
row.prop(ccscene, "minimum_width", text="Min Pixels")
row.prop(ccscene, "maximum_width", text="Max Extension")
class CYCLES_RENDER_PT_light_paths(CyclesButtonsPanel, Panel):
bl_label = "Light Paths"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
row = layout.row(align=True)
row.menu("CYCLES_MT_integrator_presets", text=bpy.types.CYCLES_MT_integrator_presets.bl_label)
row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMIN")
row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMOUT").remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
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sub.label("Transparency:")
sub.prop(cscene, "transparent_max_bounces", text="Max")
col.separator()
col.prop(cscene, "caustics_reflective")
col.prop(cscene, "caustics_refractive")
col.prop(cscene, "blur_glossy")
col = split.column()
sub = col.column(align=True)
sub.label(text="Bounces:")
sub.prop(cscene, "max_bounces", text="Max")
sub = col.column(align=True)
sub.prop(cscene, "diffuse_bounces", text="Diffuse")
sub.prop(cscene, "glossy_bounces", text="Glossy")
sub.prop(cscene, "transmission_bounces", text="Transmission")
sub.prop(cscene, "volume_bounces", text="Volume")
class CYCLES_RENDER_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
rd = scene.render
layout.active = rd.use_motion_blur
col = layout.column()
col.prop(cscene, "motion_blur_position", text="Position")
col.prop(rd, "motion_blur_shutter")
col = layout.column()
col.label("Shutter curve:")
col.template_curve_mapping(rd, "motion_blur_shutter_curve")
col = layout.column(align=True)
row = col.row(align=True)
row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
col = layout.column()
col.prop(cscene, "rolling_shutter_type")
row = col.row()
row.active = cscene.rolling_shutter_type != 'NONE'
row.prop(cscene, "rolling_shutter_duration")
class CYCLES_RENDER_PT_film(CyclesButtonsPanel, Panel):
bl_label = "Film"
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
split = layout.split()
col = split.column()
col.prop(cscene, "film_exposure")
col.separator()
sub = col.column(align=True)
sub.prop(cscene, "pixel_filter_type", text="")
if cscene.pixel_filter_type != 'BOX':
sub.prop(cscene, "filter_width", text="Width")
col = split.column()
col.prop(cscene, "film_transparent")
sub = col.row()
sub.prop(cscene, "film_transparent_glass", text="Transparent Glass")
sub.active = cscene.film_transparent
sub = col.row()
sub.prop(cscene, "film_transparent_roughness", text="Roughness Threshold")
sub.active = cscene.film_transparent and cscene.film_transparent_glass
class CYCLES_RENDER_PT_performance(CyclesButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
cscene = scene.cycles
split = layout.split()
col = split.column(align=True)
col.label(text="Threads:")
col.row(align=True).prop(rd, "threads_mode", expand=True)
sub = col.column(align=True)
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
col.separator()
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(cscene, "tile_order", text="")
sub.prop(rd, "tile_x", text="X")
sub.prop(rd, "tile_y", text="Y")
subsub = sub.column()
subsub.active = not rd.use_save_buffers
for view_layer in scene.view_layers:
if view_layer.cycles.use_denoising:
subsub.active = False
subsub.prop(cscene, "use_progressive_refine")
col = split.column()
col.label(text="Final Render:")
col.prop(rd, "use_save_buffers")
col.prop(rd, "use_persistent_data", text="Persistent Images")
col.separator()
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col.label(text="Acceleration structure:")
col.prop(cscene, "debug_use_spatial_splits")
col.prop(cscene, "debug_use_hair_bvh")
row = col.row()
row.active = not cscene.debug_use_spatial_splits
row.prop(cscene, "debug_bvh_time_steps")
col = layout.column()
col.label(text="Viewport Resolution:")
split = col.split()
split.prop(rd, "preview_pixel_size", text="")
split.prop(cscene, "preview_start_resolution")
class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
bl_label = "Filter"
bl_context = "view_layer"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
rd = scene.render
view_layer = context.view_layer
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
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col = layout.column()
col.prop(view_layer, "use_sky", "Use Environment")
col.prop(view_layer, "use_ao", "Use AO")
col.prop(view_layer, "use_solid", "Use Surfaces")
col.prop(view_layer, "use_strand", "Use Hair")
if with_freestyle:
row = col.row()
row.prop(view_layer, "use_freestyle", "Use Freestyle")
row.active = rd.use_freestyle
class CYCLES_RENDER_PT_layer_passes(CyclesButtonsPanel, Panel):
bl_label = "Passes"
bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
import _cycles
layout = self.layout
scene = context.scene
rd = scene.render
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
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split = layout.split()
col = split.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
col.prop(view_layer, "use_pass_normal")
row = col.row()
row.prop(view_layer, "use_pass_vector")
row.active = not rd.use_motion_blur
col.prop(view_layer, "use_pass_uv")
col.prop(view_layer, "use_pass_object_index")
col.prop(view_layer, "use_pass_material_index")
col.separator()
col.prop(view_layer, "use_pass_shadow")
col.prop(view_layer, "use_pass_ambient_occlusion")
col.separator()
col.prop(view_layer, "pass_alpha_threshold")
col = split.column()
col.label(text="Diffuse:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_diffuse_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_diffuse_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
col.label(text="Glossy:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_glossy_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_glossy_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
col.label(text="Transmission:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_transmission_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_transmission_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_transmission_color", text="Color", toggle=True)
col.label(text="Subsurface:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_subsurface_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_subsurface_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_subsurface_color", text="Color", toggle=True)
col.label(text="Volume:")
row = col.row(align=True)
row.prop(cycles_view_layer, "use_pass_volume_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "use_pass_volume_indirect", text="Indirect", toggle=True)
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col.separator()
col.prop(view_layer, "use_pass_emit", text="Emission")
col.prop(view_layer, "use_pass_environment")
if context.scene.cycles.feature_set == 'EXPERIMENTAL':
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col.separator()
sub = col.column()
sub.active = cycles_view_layer.use_denoising
sub.prop(cycles_view_layer, "denoising_store_passes", text="Denoising")
col = layout.column()
col.prop(cycles_view_layer, "pass_debug_render_time")
if _cycles.with_cycles_debug:
col.prop(cycles_view_layer, "pass_debug_bvh_traversed_nodes")
col.prop(cycles_view_layer, "pass_debug_bvh_traversed_instances")
col.prop(cycles_view_layer, "pass_debug_bvh_intersections")
col.prop(cycles_view_layer, "pass_debug_ray_bounces")
class CYCLES_RENDER_PT_denoising(CyclesButtonsPanel, Panel):
bl_label = "Denoising"
bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
scene = context.scene
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
SceneRenderLayer Removal/Refactor This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-16 13:39:25 -02:00
cscene = scene.cycles
layout = self.layout
layout.prop(cycles_view_layer, "use_denoising", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
layout.active = cycles_view_layer.use_denoising
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.prop(cycles_view_layer, "denoising_radius", text="Radius")
sub.prop(cycles_view_layer, "denoising_strength", slider=True, text="Strength")
col = split.column()
sub = col.column(align=True)
sub.prop(cycles_view_layer, "denoising_feature_strength", slider=True, text="Feature Strength")
sub.prop(cycles_view_layer, "denoising_relative_pca")
layout.separator()
row = layout.row()
row.label(text="Diffuse:")
sub = row.row(align=True)
sub.prop(cycles_view_layer, "denoising_diffuse_direct", text="Direct", toggle=True)
sub.prop(cycles_view_layer, "denoising_diffuse_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Glossy:")
sub = row.row(align=True)
sub.prop(cycles_view_layer, "denoising_glossy_direct", text="Direct", toggle=True)
sub.prop(cycles_view_layer, "denoising_glossy_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Transmission:")
sub = row.row(align=True)
sub.prop(cycles_view_layer, "denoising_transmission_direct", text="Direct", toggle=True)
sub.prop(cycles_view_layer, "denoising_transmission_indirect", text="Indirect", toggle=True)
row = layout.row()
row.label(text="Subsurface:")
sub = row.row(align=True)
sub.prop(cycles_view_layer, "denoising_subsurface_direct", text="Direct", toggle=True)
sub.prop(cycles_view_layer, "denoising_subsurface_indirect", text="Indirect", toggle=True)
class CYCLES_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
col = split.column()
col.prop(rd, "dither_intensity", text="Dither", slider=True)
class CYCLES_CAMERA_PT_dof(CyclesButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.camera and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
cam = context.camera
ccam = cam.cycles
dof_options = cam.gpu_dof
split = layout.split()
col = split.column()
col.label("Focus:")
col.prop(cam, "dof_object", text="")
sub = col.row()
sub.active = cam.dof_object is None
sub.prop(cam, "dof_distance", text="Distance")
hq_support = dof_options.is_hq_supported
sub = col.column(align=True)
sub.label("Viewport:")
subhq = sub.column()
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subhq.active = hq_support
subhq.prop(dof_options, "use_high_quality")
sub.prop(dof_options, "fstop")
if dof_options.use_high_quality and hq_support:
sub.prop(dof_options, "blades")
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col = split.column()
col.label("Aperture:")
sub = col.column(align=True)
sub.prop(ccam, "aperture_type", text="")
if ccam.aperture_type == 'RADIUS':
sub.prop(ccam, "aperture_size", text="Size")
elif ccam.aperture_type == 'FSTOP':
sub.prop(ccam, "aperture_fstop", text="Number")
sub = col.column(align=True)
sub.prop(ccam, "aperture_blades", text="Blades")
sub.prop(ccam, "aperture_rotation", text="Rotation")
sub.prop(ccam, "aperture_ratio", text="Ratio")
class CYCLES_PT_context_material(CyclesButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
return (context.material or context.object) and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
is_sortable = len(ob.material_slots) > 1
rows = 1
if (is_sortable):
rows = 4
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
class CYCLES_OBJECT_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
if CyclesButtonsPanel.poll(context) and ob:
if ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META', 'CAMERA'}:
return True
if ob.dupli_type == 'GROUP' and ob.dupli_group:
return True
# TODO(sergey): More duplicator types here?
return False
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def draw_header(self, context):
layout = self.layout
rd = context.scene.render
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# scene = context.scene
layout.active = rd.use_motion_blur
ob = context.object
cob = ob.cycles
layout.prop(cob, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
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# scene = context.scene
ob = context.object
cob = ob.cycles
layout.active = (rd.use_motion_blur and cob.use_motion_blur)
row = layout.row()
if ob.type != 'CAMERA':
row.prop(cob, "use_deform_motion", text="Deformation")
row.prop(cob, "motion_steps", text="Steps")
class CYCLES_OBJECT_PT_cycles_settings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Settings"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
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return (CyclesButtonsPanel.poll(context) and
ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LAMP'}) or
(ob.dupli_type == 'GROUP' and ob.dupli_group)))
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
ob = context.object
cob = ob.cycles
visibility = ob.cycles_visibility
layout.label(text="Ray Visibility:")
flow = layout.column_flow()
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flow.prop(visibility, "camera")
flow.prop(visibility, "diffuse")
flow.prop(visibility, "glossy")
flow.prop(visibility, "transmission")
flow.prop(visibility, "scatter")
if ob.type != 'LAMP':
flow.prop(visibility, "shadow")
row = layout.row()
row.prop(cob, "is_shadow_catcher")
row.prop(cob, "is_holdout")
col = layout.column()
col.label(text="Performance:")
row = col.row()
sub = row.row()
sub.active = scene.render.use_simplify and cscene.use_camera_cull
sub.prop(cob, "use_camera_cull")
sub = row.row()
sub.active = scene.render.use_simplify and cscene.use_distance_cull
sub.prop(cob, "use_distance_cull")
class CYCLES_OT_use_shading_nodes(Operator):
"""Enable nodes on a material, world or lamp"""
bl_idname = "cycles.use_shading_nodes"
bl_label = "Use Nodes"
@classmethod
def poll(cls, context):
return (getattr(context, "material", False) or getattr(context, "world", False) or
getattr(context, "lamp", False))
def execute(self, context):
if context.material:
context.material.use_nodes = True
elif context.world:
context.world.use_nodes = True
elif context.lamp:
context.lamp.use_nodes = True
return {'FINISHED'}
def panel_node_draw(layout, id_data, output_types, input_name):
if not id_data.use_nodes:
layout.operator("cycles.use_shading_nodes", icon='NODETREE')
return False
ntree = id_data.node_tree
node = find_output_node(ntree, output_types)
if node:
input = find_node_input(node, input_name)
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
return True
class CYCLES_LAMP_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.lamp and \
not (context.lamp.type == 'AREA' and
context.lamp.cycles.is_portal) \
and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.lamp)
class CYCLES_LAMP_PT_lamp(CyclesButtonsPanel, Panel):
bl_label = "Lamp"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.lamp and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
clamp = lamp.cycles
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# cscene = context.scene.cycles
layout.prop(lamp, "type", expand=True)
split = layout.split()
col = split.column(align=True)
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
col.prop(lamp, "shadow_soft_size", text="Size")
elif lamp.type == 'AREA':
col.prop(lamp, "shape", text="")
sub = col.column(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
if not (lamp.type == 'AREA' and clamp.is_portal):
sub = col.column(align=True)
if use_branched_path(context):
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(clamp, "samples")
sub.prop(clamp, "max_bounces")
col = split.column()
sub = col.column(align=True)
sub.active = not (lamp.type == 'AREA' and clamp.is_portal)
sub.prop(clamp, "cast_shadow")
sub.prop(clamp, "use_multiple_importance_sampling", text="Multiple Importance")
if lamp.type == 'AREA':
col.prop(clamp, "is_portal", text="Portal")
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if lamp.type == 'HEMI':
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layout.label(text="Not supported, interpreted as sun lamp")
class CYCLES_LAMP_PT_nodes(CyclesButtonsPanel, Panel):
bl_label = "Nodes"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.lamp and not (context.lamp.type == 'AREA' and
context.lamp.cycles.is_portal) and \
CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
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if not panel_node_draw(layout, lamp, ('OUTPUT_LAMP',), 'Surface'):
layout.prop(lamp, "color")
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class CYCLES_LAMP_PT_spot(CyclesButtonsPanel, Panel):
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bl_label = "Spot Shape"
bl_context = "data"
@classmethod
def poll(cls, context):
lamp = context.lamp
return (lamp and lamp.type == 'SPOT') and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col = split.column()
col.prop(lamp, "show_cone")
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class CYCLES_WORLD_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.world)
class CYCLES_WORLD_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
world = context.world
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if not panel_node_draw(layout, world, ('OUTPUT_WORLD',), 'Surface'):
layout.prop(world, "horizon_color", text="Color")
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class CYCLES_WORLD_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
world = context.world
return world and world.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
world = context.world
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panel_node_draw(layout, world, ('OUTPUT_WORLD',), 'Volume')
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class CYCLES_WORLD_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
scene = context.scene
row = layout.row()
sub = row.row()
sub.active = light.use_ambient_occlusion or scene.render.use_simplify
sub.prop(light, "ao_factor", text="Factor")
row.prop(light, "distance", text="Distance")
class CYCLES_WORLD_PT_mist(CyclesButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
if CyclesButtonsPanel.poll(context):
if context.world:
for view_layer in context.scene.view_layers:
if view_layer.use_pass_mist:
return True
return False
def draw(self, context):
layout = self.layout
world = context.world
split = layout.split(align=True)
split.prop(world.mist_settings, "start")
split.prop(world.mist_settings, "depth")
layout.prop(world.mist_settings, "falloff")
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class CYCLES_WORLD_PT_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and context.world
def draw(self, context):
layout = self.layout
world = context.world
visibility = world.cycles_visibility
flow = layout.column_flow()
flow.prop(visibility, "camera")
flow.prop(visibility, "diffuse")
flow.prop(visibility, "glossy")
flow.prop(visibility, "transmission")
flow.prop(visibility, "scatter")
class CYCLES_WORLD_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
world = context.world
cworld = world.cycles
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# cscene = context.scene.cycles
split = layout.split()
col = split.column()
col.label(text="Surface:")
col.prop(cworld, "sample_as_light", text="Multiple Importance")
sub = col.column(align=True)
sub.active = cworld.sample_as_light
sub.prop(cworld, "sample_map_resolution")
if use_branched_path(context):
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(cworld, "samples")
sub.prop(cworld, "max_bounces")
col = split.column()
col.label(text="Volume:")
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cworld, "volume_sampling", text="")
col.prop(cworld, "volume_interpolation", text="")
col.prop(cworld, "homogeneous_volume", text="Homogeneous")
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class CYCLES_MATERIAL_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.material)
class CYCLES_MATERIAL_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
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if not panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Surface'):
layout.prop(mat, "diffuse_color")
class CYCLES_MATERIAL_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
return mat and mat.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
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# cmat = mat.cycles
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panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Volume')
class CYCLES_MATERIAL_PT_displacement(CyclesButtonsPanel, Panel):
bl_label = "Displacement"
bl_context = "material"
@classmethod
def poll(cls, context):
mat = context.material
return mat and mat.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
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panel_node_draw(layout, mat, ('OUTPUT_MATERIAL', 'OUTPUT_EEVEE_MATERIAL'), 'Displacement')
class CYCLES_MATERIAL_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
cmat = mat.cycles
split = layout.split()
col = split.column()
col.label(text="Surface:")
col.prop(cmat, "sample_as_light", text="Multiple Importance")
col.prop(cmat, "use_transparent_shadow")
col.separator()
col.label(text="Geometry:")
col.prop(cmat, "displacement_method", text="")
col = split.column()
col.label(text="Volume:")
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cmat, "volume_sampling", text="")
col.prop(cmat, "volume_interpolation", text="")
col.prop(cmat, "homogeneous_volume", text="Homogeneous")
col.separator()
col.prop(mat, "pass_index")
class CYCLES_MATERIAL_PT_viewport(CyclesButtonsPanel, Panel):
bl_label = "Viewport"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
mat = context.material
layout = self.layout
split = layout.split()
col = split.column(align=True)
col.label("Color:")
col.prop(mat, "diffuse_color", text="")
col.prop(mat, "alpha")
col = split.column(align=True)
col.label("Specular:")
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_hardness", text="Hardness")
class CYCLES_RENDER_PT_bake(CyclesButtonsPanel, Panel):
bl_label = "Bake"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
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rd = scene.render
2014-07-22 12:03:15 +10:00
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
if rd.use_bake_multires:
layout.operator("object.bake_image", icon='RENDER_STILL')
else:
layout.operator("object.bake", icon='RENDER_STILL').type = cscene.bake_type
2014-07-22 12:03:15 +10:00
col = layout.column()
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col.prop(rd, "use_bake_multires")
if rd.use_bake_multires:
col.prop(rd, "bake_type")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
split = layout.split()
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col = split.column()
col.prop(rd, "bake_margin")
col.prop(rd, "use_bake_clear")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col = split.column()
if rd.bake_type == 'DISPLACEMENT':
col.prop(rd, "use_bake_lores_mesh")
else:
col.prop(cscene, "bake_type")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col = layout.column()
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
if cscene.bake_type == 'NORMAL':
col.prop(cbk, "normal_space", text="Space")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
row = col.row(align=True)
row.label(text="Swizzle:")
row.prop(cbk, "normal_r", text="")
row.prop(cbk, "normal_g", text="")
row.prop(cbk, "normal_b", text="")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
elif cscene.bake_type == 'COMBINED':
row = col.row(align=True)
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
split = col.split()
split.active = cbk.use_pass_direct or cbk.use_pass_indirect
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col = split.column()
col.prop(cbk, "use_pass_diffuse")
col.prop(cbk, "use_pass_glossy")
col.prop(cbk, "use_pass_transmission")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
2018-04-19 17:34:44 +02:00
col = split.column()
col.prop(cbk, "use_pass_subsurface")
col.prop(cbk, "use_pass_ambient_occlusion")
col.prop(cbk, "use_pass_emit")
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
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elif cscene.bake_type in {'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}:
row = col.row(align=True)
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
row.prop(cbk, "use_pass_color", toggle=True)
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
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layout.separator()
Remove Blender Internal and legacy viewport from Blender 2.8. 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.
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split = layout.split()
col = split.column()
col.prop(cbk, "margin")
col.prop(cbk, "use_clear")
col = split.column()
col.prop(cbk, "use_selected_to_active")
sub = col.column()
sub.active = cbk.use_selected_to_active
sub.prop(cbk, "use_cage", text="Cage")
if cbk.use_cage:
sub.prop(cbk, "cage_extrusion", text="Extrusion")
sub.prop_search(cbk, "cage_object", scene, "objects", text="")
else:
sub.prop(cbk, "cage_extrusion", text="Ray Distance")
class CYCLES_RENDER_PT_debug(CyclesButtonsPanel, Panel):
bl_label = "Debug"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and bpy.app.debug_value == 256
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.label('CPU Flags:')
row = col.row(align=True)
row.prop(cscene, "debug_use_cpu_sse2", toggle=True)
row.prop(cscene, "debug_use_cpu_sse3", toggle=True)
row.prop(cscene, "debug_use_cpu_sse41", toggle=True)
row.prop(cscene, "debug_use_cpu_avx", toggle=True)
row.prop(cscene, "debug_use_cpu_avx2", toggle=True)
col.prop(cscene, "debug_bvh_layout")
col.prop(cscene, "debug_use_cpu_split_kernel")
col.separator()
col = layout.column()
col.label('CUDA Flags:')
col.prop(cscene, "debug_use_cuda_adaptive_compile")
col.prop(cscene, "debug_use_cuda_split_kernel")
col.separator()
col = layout.column()
col.label('OpenCL Flags:')
col.prop(cscene, "debug_opencl_kernel_type", text="Kernel")
col.prop(cscene, "debug_opencl_device_type", text="Device")
col.prop(cscene, "debug_opencl_kernel_single_program", text="Single Program")
col.prop(cscene, "debug_use_opencl_debug", text="Debug")
col.prop(cscene, "debug_opencl_mem_limit")
col.separator()
col = layout.column()
col.prop(cscene, "debug_bvh_type")
class CYCLES_PARTICLE_PT_curve_settings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Hair Settings"
bl_context = "particle"
@classmethod
def poll(cls, context):
scene = context.scene
ccscene = scene.cycles_curves
psys = context.particle_system
use_curves = ccscene.use_curves and psys
return CyclesButtonsPanel.poll(context) and use_curves and psys.settings.type == 'HAIR'
def draw(self, context):
layout = self.layout
psys = context.particle_settings
cpsys = psys.cycles
row = layout.row()
row.prop(cpsys, "shape", text="Shape")
layout.label(text="Thickness:")
row = layout.row()
row.prop(cpsys, "root_width", text="Root")
row.prop(cpsys, "tip_width", text="Tip")
row = layout.row()
row.prop(cpsys, "radius_scale", text="Scaling")
row.prop(cpsys, "use_closetip", text="Close tip")
class CYCLES_SCENE_PT_simplify(CyclesButtonsPanel, Panel):
bl_label = "Simplify"
bl_context = "scene"
COMPAT_ENGINES = {'CYCLES'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
cscene = scene.cycles
layout.active = rd.use_simplify
col = layout.column(align=True)
col.label(text="Subdivision")
row = col.row(align=True)
row.prop(rd, "simplify_subdivision", text="Viewport")
row.prop(rd, "simplify_subdivision_render", text="Render")
col = layout.column(align=True)
col.label(text="Child Particles")
row = col.row(align=True)
row.prop(rd, "simplify_child_particles", text="Viewport")
row.prop(rd, "simplify_child_particles_render", text="Render")
col = layout.column(align=True)
split = col.split()
sub = split.column()
sub.label(text="Texture Limit Viewport")
sub.prop(cscene, "texture_limit", text="")
sub = split.column()
sub.label(text="Texture Limit Render")
sub.prop(cscene, "texture_limit_render", text="")
split = layout.split()
col = split.column()
col.prop(cscene, "use_camera_cull")
row = col.row()
row.active = cscene.use_camera_cull
row.prop(cscene, "camera_cull_margin")
col = split.column()
col.prop(cscene, "use_distance_cull")
row = col.row()
row.active = cscene.use_distance_cull
row.prop(cscene, "distance_cull_margin", text="Distance")
split = layout.split()
col = split.column()
col.prop(cscene, "ao_bounces")
col = split.column()
col.prop(cscene, "ao_bounces_render")
def draw_device(self, context):
scene = context.scene
layout = self.layout
if context.engine == 'CYCLES':
from . import engine
cscene = scene.cycles
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split = layout.split(percentage=1 / 3)
split.label("Feature Set:")
split.prop(cscene, "feature_set", text="")
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split = layout.split(percentage=1 / 3)
split.label("Device:")
row = split.row()
row.active = show_device_active(context)
row.prop(cscene, "device", text="")
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if engine.with_osl() and use_cpu(context):
layout.prop(cscene, "shading_system")
def draw_pause(self, context):
layout = self.layout
scene = context.scene
if context.engine == "CYCLES":
view = context.space_data
cscene = scene.cycles
layout.prop(cscene, "preview_pause", icon="PAUSE", text="")
def get_panels():
exclude_panels = {
'DATA_PT_area',
'DATA_PT_camera_dof',
'DATA_PT_falloff_curve',
'DATA_PT_lamp',
'DATA_PT_preview',
'DATA_PT_spot',
'MATERIAL_PT_context_material',
'MATERIAL_PT_preview',
'VIEWLAYER_PT_filter',
'VIEWLAYER_PT_layer_passes',
'RENDER_PT_post_processing',
'SCENE_PT_simplify',
}
panels = []
for panel in bpy.types.Panel.__subclasses__():
if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
if panel.__name__ not in exclude_panels:
panels.append(panel)
return panels
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classes = (
CYCLES_MT_sampling_presets,
CYCLES_MT_integrator_presets,
CYCLES_RENDER_PT_sampling,
CYCLES_RENDER_PT_geometry,
CYCLES_RENDER_PT_light_paths,
CYCLES_RENDER_PT_motion_blur,
CYCLES_RENDER_PT_film,
CYCLES_RENDER_PT_performance,
CYCLES_RENDER_PT_filter,
CYCLES_RENDER_PT_layer_passes,
CYCLES_RENDER_PT_denoising,
CYCLES_PT_post_processing,
CYCLES_CAMERA_PT_dof,
CYCLES_PT_context_material,
CYCLES_OBJECT_PT_motion_blur,
CYCLES_OBJECT_PT_cycles_settings,
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CYCLES_OT_use_shading_nodes,
CYCLES_LAMP_PT_preview,
CYCLES_LAMP_PT_lamp,
CYCLES_LAMP_PT_nodes,
CYCLES_LAMP_PT_spot,
CYCLES_WORLD_PT_preview,
CYCLES_WORLD_PT_surface,
CYCLES_WORLD_PT_volume,
CYCLES_WORLD_PT_ambient_occlusion,
CYCLES_WORLD_PT_mist,
CYCLES_WORLD_PT_ray_visibility,
CYCLES_WORLD_PT_settings,
CYCLES_MATERIAL_PT_preview,
CYCLES_MATERIAL_PT_surface,
CYCLES_MATERIAL_PT_volume,
CYCLES_MATERIAL_PT_displacement,
CYCLES_MATERIAL_PT_settings,
CYCLES_MATERIAL_PT_viewport,
CYCLES_RENDER_PT_bake,
CYCLES_RENDER_PT_debug,
CYCLES_PARTICLE_PT_curve_settings,
CYCLES_SCENE_PT_simplify,
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)
def register():
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from bpy.utils import register_class
bpy.types.RENDER_PT_render.append(draw_device)
bpy.types.VIEW3D_HT_header.append(draw_pause)
for panel in get_panels():
panel.COMPAT_ENGINES.add('CYCLES')
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for cls in classes:
register_class(cls)
def unregister():
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from bpy.utils import unregister_class
bpy.types.RENDER_PT_render.remove(draw_device)
bpy.types.VIEW3D_HT_header.remove(draw_pause)
for panel in get_panels():
if 'CYCLES' in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove('CYCLES')
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for cls in classes:
unregister_class(cls)