Files
test/scripts/startup/bl_ui/properties_material.py
Clément Foucault a001cf9f2b EEVEE-Next: Displacement Option
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.

The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.

Pull Request: https://projects.blender.org/blender/blender/pulls/113979
2023-11-21 19:55:38 +01:00

419 lines
13 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
class MATERIAL_MT_context_menu(Menu):
bl_label = "Material Specials"
def draw(self, _context):
layout = self.layout
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("object.material_slot_copy")
layout.operator("material.paste", icon='PASTEDOWN')
layout.operator("object.material_slot_remove_unused")
class MATERIAL_UL_matslots(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.MaterialSlot)
# ob = data
slot = item
ma = slot.material
layout.context_pointer_set("id", ma)
layout.context_pointer_set("material_slot", slot)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MaterialButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mat = context.material
return mat and (context.engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
_context_path = "material"
_property_type = bpy.types.Material
class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
ob = context.object
mat = context.material
if (ob and ob.type == 'GPENCIL') or (mat and mat.grease_pencil):
return False
return (ob or mat) and (context.engine in cls.COMPAT_ENGINES)
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 = 3
if is_sortable:
rows = 5
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='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", 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'
row = layout.row()
if ob:
row.template_ID(ob, "active_material", new="material.new")
if slot:
icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
row.prop(slot, "link", icon=icon_link, icon_only=True)
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")
elif mat:
row.template_ID(space, "pin_id")
def panel_node_draw(layout, ntree, _output_type, input_name):
node = ntree.get_output_node('EEVEE')
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")
class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
layout.use_property_split = True
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
else:
layout.prop(mat, "diffuse_color", text="Base Color")
layout.prop(mat, "metallic")
layout.prop(mat, "specular_intensity", text="Specular")
layout.prop(mat, "roughness")
class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_translation_context = i18n_contexts.id_id
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
mat = context.material
return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
class EEVEE_MATERIAL_PT_displacement(MaterialButtonsPanel, Panel):
bl_label = "Displacement"
bl_translation_context = i18n_contexts.id_id
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
mat = context.material
return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Displacement")
def draw_material_settings(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
layout.prop(mat, "pass_index")
class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
draw_material_settings(self, context)
class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_parent_id = "MATERIAL_PT_viewport"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
draw_material_settings(self, context)
class EEVEE_NEXT_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "pass_index")
class EEVEE_NEXT_MATERIAL_PT_settings_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
bl_parent_id = "EEVEE_NEXT_MATERIAL_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
col = layout.column(heading="Backface Culling")
col.prop(mat, "use_backface_culling", text="Camera")
col.prop(mat, "use_backface_culling_shadow", text="Shadow")
layout.prop(mat, "displacement_method", text="Displacement")
if mat.displacement_method == 'DISPLACEMENT':
layout.label(text="Unsupported displacement method", icon='ERROR')
layout.prop(mat, "max_vertex_displacement", text="Max Displacement")
layout.prop(mat, "use_transparent_shadow")
col = layout.column()
col.prop(mat, "surface_render_method", text="Render Method")
if mat.surface_render_method == 'BLENDED':
col.prop(mat, "show_transparent_back", text="Transparency Overlap")
elif mat.surface_render_method == 'DITHERED':
col.prop(mat, "use_screen_refraction", text="Raytraced Refraction")
col = layout.column(heading="Light Probe Volume")
col.prop(mat, "lightprobe_volume_single_sided", text="Single Sided")
class EEVEE_NEXT_MATERIAL_PT_settings_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_parent_id = "EEVEE_NEXT_MATERIAL_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "volume_intersection_method", text="Intersection")
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
col = layout.column()
col.prop(mat, "diffuse_color", text="Color")
col.prop(mat, "metallic")
col.prop(mat, "roughness")
class MATERIAL_PT_lineart(MaterialButtonsPanel, Panel):
bl_label = "Line Art"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
lineart = mat.lineart
layout.prop(lineart, "use_material_mask", text="Material Mask")
col = layout.column(align=True)
col.active = lineart.use_material_mask
row = col.row(align=True, heading="Masks")
for i in range(8):
row.prop(lineart, "use_material_mask_bits", text=" ", index=i, toggle=True)
if i == 3:
row = col.row(align=True)
row = layout.row(align=True, heading="Custom Occlusion")
row.prop(lineart, "mat_occlusion", text="Levels")
row = layout.row(heading="Intersection Priority")
row.prop(lineart, "use_intersection_priority_override", text="")
subrow = row.row()
subrow.active = lineart.use_intersection_priority_override
subrow.prop(lineart, "intersection_priority", text="")
classes = (
MATERIAL_MT_context_menu,
MATERIAL_UL_matslots,
MATERIAL_PT_preview,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_displacement,
EEVEE_MATERIAL_PT_settings,
EEVEE_NEXT_MATERIAL_PT_settings,
EEVEE_NEXT_MATERIAL_PT_settings_surface,
EEVEE_NEXT_MATERIAL_PT_settings_volume,
MATERIAL_PT_lineart,
MATERIAL_PT_viewport,
EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)