Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
429 lines
14 KiB
Python
429 lines
14 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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view_render = context.scene.view_render
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return (ob and ob.type == 'MESH') and (view_render.engine in cls.COMPAT_ENGINES) and (context.smoke)
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class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
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bl_label = "Smoke"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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if not bpy.app.build_options.mod_smoke:
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layout.label("Built without Smoke modifier")
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return
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md = context.smoke
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ob = context.object
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layout.row().prop(md, "smoke_type", expand=True)
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if md.smoke_type == 'DOMAIN':
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domain = md.domain_settings
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split = layout.split()
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split.enabled = not domain.point_cache.is_baked
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col = split.column()
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col.label(text="Resolution:")
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col.prop(domain, "resolution_max", text="Divisions")
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col.label(text="Time:")
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col.prop(domain, "time_scale", text="Scale")
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col.label(text="Border Collisions:")
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col.prop(domain, "collision_extents", text="")
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col = split.column()
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col.label(text="Behavior:")
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col.prop(domain, "alpha")
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col.prop(domain, "beta", text="Temp. Diff.")
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col.prop(domain, "vorticity")
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col.prop(domain, "use_dissolve_smoke", text="Dissolve")
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sub = col.column()
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sub.active = domain.use_dissolve_smoke
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sub.prop(domain, "dissolve_speed", text="Time")
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sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
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elif md.smoke_type == 'FLOW':
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flow = md.flow_settings
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layout.prop(flow, "smoke_flow_type", expand=False)
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if flow.smoke_flow_type != 'OUTFLOW':
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split = layout.split()
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col = split.column()
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col.label(text="Flow Source:")
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col.prop(flow, "smoke_flow_source", expand=False, text="")
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if flow.smoke_flow_source == 'PARTICLES':
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col.label(text="Particle System:")
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col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
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col.prop(flow, "use_particle_size", text="Set Size")
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sub = col.column()
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sub.active = flow.use_particle_size
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sub.prop(flow, "particle_size")
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else:
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col.prop(flow, "surface_distance")
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col.prop(flow, "volume_density")
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sub = col.column(align=True)
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sub.prop(flow, "use_initial_velocity")
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sub = sub.column()
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sub.active = flow.use_initial_velocity
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sub.prop(flow, "velocity_factor")
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if flow.smoke_flow_source == 'MESH':
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sub.prop(flow, "velocity_normal")
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#sub.prop(flow, "velocity_random")
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sub = split.column()
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sub.label(text="Initial Values:")
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sub.prop(flow, "use_absolute")
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if flow.smoke_flow_type in {'SMOKE', 'BOTH'}:
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sub.prop(flow, "density")
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sub.prop(flow, "temperature")
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sub.prop(flow, "smoke_color")
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if flow.smoke_flow_type in {'FIRE', 'BOTH'}:
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sub.prop(flow, "fuel_amount")
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sub.label(text="Sampling:")
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sub.prop(flow, "subframes")
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elif md.smoke_type == 'COLLISION':
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coll = md.coll_settings
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split = layout.split()
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col = split.column()
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col.prop(coll, "collision_type")
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class PHYSICS_PT_smoke_flow_advanced(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flow Advanced"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'FLOW') and (md.flow_settings.smoke_flow_source == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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flow = context.smoke.flow_settings
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split = layout.split()
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col = split.column()
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col.prop(flow, "use_texture")
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sub = col.column()
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sub.active = flow.use_texture
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sub.prop(flow, "noise_texture", text="")
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sub.label(text="Mapping:")
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sub.prop(flow, "texture_map_type", expand=False, text="")
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if flow.texture_map_type == 'UV':
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sub.prop_search(flow, "uv_layer", ob.data, "uv_layers", text="")
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if flow.texture_map_type == 'AUTO':
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sub.prop(flow, "texture_size")
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sub.prop(flow, "texture_offset")
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(flow, "density_vertex_group", ob, "vertex_groups", text="")
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class PHYSICS_PT_smoke_fire(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flames"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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split.enabled = not domain.point_cache.is_baked
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col = split.column(align=True)
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col.label(text="Reaction:")
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col.prop(domain, "burning_rate")
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col.prop(domain, "flame_smoke")
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col.prop(domain, "flame_vorticity")
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col = split.column(align=True)
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col.label(text="Temperatures:")
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col.prop(domain, "flame_ignition")
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col.prop(domain, "flame_max_temp")
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col.prop(domain, "flame_smoke_color")
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class PHYSICS_PT_smoke_adaptive_domain(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Adaptive Domain"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_adaptive_domain", text="")
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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layout.active = domain.use_adaptive_domain
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split = layout.split()
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split.enabled = (not domain.point_cache.is_baked)
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col = split.column(align=True)
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col.label(text="Resolution:")
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col.prop(domain, "additional_res")
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col.prop(domain, "adapt_margin")
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col = split.column(align=True)
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col.label(text="Advanced:")
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col.prop(domain, "adapt_threshold")
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, Panel):
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bl_label = "Smoke High Resolution"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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view_render = context.scene.view_render
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return md and (md.smoke_type == 'DOMAIN') and (view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_high_resolution", text="")
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def draw(self, context):
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layout = self.layout
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md = context.smoke.domain_settings
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layout.active = md.use_high_resolution
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split = layout.split()
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split.enabled = not md.point_cache.is_baked
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col = split.column()
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col.label(text="Resolution:")
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col.prop(md, "amplify", text="Divisions")
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col.label(text="Flow Sampling:")
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col.row().prop(md, "highres_sampling", text="")
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col = split.column()
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col.label(text="Noise Method:")
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col.row().prop(md, "noise_type", text="")
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col.prop(md, "strength")
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layout.prop(md, "show_high_resolution")
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Groups"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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view_render = context.scene.view_render
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return md and (md.smoke_type == 'DOMAIN') and (view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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col = split.column()
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col.label(text="Flow Group:")
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col.prop(domain, "fluid_group", text="")
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#col.label(text="Effector Group:")
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#col.prop(domain, "effector_group", text="")
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col = split.column()
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col.label(text="Collision Group:")
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col.prop(domain, "collision_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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view_render = context.scene.view_render
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return md and (md.smoke_type == 'DOMAIN') and (view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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cache_file_format = domain.cache_file_format
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layout.prop(domain, "cache_file_format")
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if cache_file_format == 'POINTCACHE':
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layout.label(text="Compression:")
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layout.row().prop(domain, "point_cache_compress_type", expand=True)
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elif cache_file_format == 'OPENVDB':
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if not bpy.app.build_options.openvdb:
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layout.label("Built without OpenVDB support")
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return
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layout.label(text="Compression:")
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layout.row().prop(domain, "openvdb_cache_compress_type", expand=True)
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row = layout.row()
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row.label("Data Depth:")
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row.prop(domain, "data_depth", expand=True, text="Data Depth")
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cache = domain.point_cache
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'SMOKE')
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class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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view_render = context.scene.view_render
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return md and (md.smoke_type == 'DOMAIN') and (view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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domain = context.smoke.domain_settings
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effector_weights_ui(self, context, domain.effector_weights, 'SMOKE')
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class PHYSICS_PT_smoke_display_settings(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Display Settings"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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view_render = context.scene.view_render
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return md and (md.smoke_type == 'DOMAIN') and (not view_render.use_game_engine)
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def draw(self, context):
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domain = context.smoke.domain_settings
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layout = self.layout
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layout.prop(domain, "display_thickness")
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layout.separator()
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layout.label(text="Slicing:")
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layout.prop(domain, "slice_method")
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slice_method = domain.slice_method
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axis_slice_method = domain.axis_slice_method
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do_axis_slicing = (slice_method == 'AXIS_ALIGNED')
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do_full_slicing = (axis_slice_method == 'FULL')
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row = layout.row()
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row.enabled = do_axis_slicing
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row.prop(domain, "axis_slice_method")
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col = layout.column()
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col.enabled = not do_full_slicing and do_axis_slicing
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col.prop(domain, "slice_axis")
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col.prop(domain, "slice_depth")
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row = layout.row()
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row.enabled = do_full_slicing or not do_axis_slicing
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row.prop(domain, "slice_per_voxel")
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layout.separator()
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layout.label(text="Debug:")
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layout.prop(domain, "draw_velocity")
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col = layout.column()
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col.enabled = domain.draw_velocity
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col.prop(domain, "vector_draw_type")
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col.prop(domain, "vector_scale")
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layout.separator()
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layout.label(text="Color Mapping:")
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layout.prop(domain, "use_color_ramp")
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col = layout.column()
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col.enabled = domain.use_color_ramp
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col.prop(domain, "coba_field")
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col.template_color_ramp(domain, "color_ramp", expand=True)
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classes = (
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PHYSICS_PT_smoke,
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PHYSICS_PT_smoke_flow_advanced,
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PHYSICS_PT_smoke_fire,
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PHYSICS_PT_smoke_adaptive_domain,
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PHYSICS_PT_smoke_highres,
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PHYSICS_PT_smoke_groups,
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PHYSICS_PT_smoke_cache,
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PHYSICS_PT_smoke_field_weights,
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PHYSICS_PT_smoke_display_settings,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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