This adds clamping at the light combine stage for both direct and indirect light. This allows for clamping direct and indirect light separately. While direct light clamping might not be very desirable in EEVEE, it might be wanted to reduce the flickering from distant shiny bumpy surfaces, or for artistic reason. This happens after applying the BSDF throughput just like cycles. This is done in order to minimize the performance impact and allows to split the clamp for direct light and indirect light. The indirect light clamp value is still used in the ray-tracing pipeline to clamp the ray intensity. But this differs from cycles as we clamp the ray without the BSDF throughput here. Sphere probe have the same issues. Some more energy loss is expected compared to the direct light clamp. Note that we still clamp the indirect light after applying BSDF in case the BSDF is scaling the energy up above the threshold. This also corrects the clamping for volume that now clamps after applying the scattering term. Also adds clamping to volume indirect lighting. Since we use light probe volumes for both surface and volume indirect lighting, we need to clamp them at sampling time. Pull Request: https://projects.blender.org/blender/blender/pulls/120866
1381 lines
41 KiB
Python
1381 lines
41 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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from bpy.types import Panel
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from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
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from bl_ui.space_view3d import (
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VIEW3D_PT_shading_lighting,
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VIEW3D_PT_shading_color,
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VIEW3D_PT_shading_options,
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)
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from bl_ui.utils import PresetPanel
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from bpy.app.translations import pgettext_rpt as rpt_
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_context(Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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bl_options = {'HIDE_HEADER'}
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bl_label = ""
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@classmethod
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def poll(cls, context):
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return context.scene
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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rd = scene.render
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if rd.has_multiple_engines:
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layout.prop(rd, "engine", text="Render Engine")
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class RENDER_PT_color_management(RenderButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 100
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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view = scene.view_settings
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
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col = flow.column()
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col.prop(scene.display_settings, "display_device")
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col.separator()
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col.prop(view, "view_transform")
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col.prop(view, "look")
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col = flow.column()
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col.prop(view, "exposure")
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col.prop(view, "gamma")
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col.separator()
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col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
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class RENDER_PT_color_management_display_settings(RenderButtonsPanel, Panel):
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bl_label = "Display"
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bl_parent_id = "RENDER_PT_color_management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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view = scene.view_settings
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# Only enable display sub-section if HDR support is available.
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import gpu
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layout.enabled = gpu.capabilities.hdr_support_get()
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# Only display HDR toggle for non-Filmic display transforms.
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col = layout.column(align=True)
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sub = col.row()
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sub.active = (not view.view_transform.startswith("Filmic") and not view.view_transform.startswith("AgX") and not
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view.view_transform.startswith("False Color") and not
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view.view_transform.startswith("Khronos PBR Neutral"))
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sub.prop(view, "use_hdr_view")
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class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
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bl_label = "Use Curves"
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bl_parent_id = "RENDER_PT_color_management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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def draw_header(self, context):
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scene = context.scene
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view = scene.view_settings
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self.layout.prop(view, "use_curve_mapping", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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view = scene.view_settings
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layout.use_property_split = False
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layout.use_property_decorate = False # No animation.
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layout.enabled = view.use_curve_mapping
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layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
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class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_gtao", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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layout.active = props.use_gtao
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col = layout.column()
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col.prop(props, "gtao_distance")
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col.prop(props, "gtao_factor")
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col.prop(props, "gtao_quality")
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col.prop(props, "use_gtao_bent_normals")
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col.prop(props, "use_gtao_bounce")
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class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Motion Blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.render
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self.layout.prop(props, "use_motion_blur", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.render
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eevee_props = scene.eevee
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layout.active = props.use_motion_blur
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col = layout.column()
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col.prop(props, "motion_blur_position", text="Position")
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col.prop(props, "motion_blur_shutter")
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col.separator()
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col.prop(eevee_props, "motion_blur_depth_scale")
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col.prop(eevee_props, "motion_blur_max")
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col.prop(eevee_props, "motion_blur_steps", text="Steps")
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class RENDER_PT_eevee_next_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Motion Blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.render
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self.layout.prop(props, "use_motion_blur", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.render
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eevee_props = scene.eevee
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layout.active = props.use_motion_blur
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col = layout.column()
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col.prop(props, "motion_blur_position", text="Position")
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col.prop(props, "motion_blur_shutter")
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col.separator()
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col.prop(eevee_props, "motion_blur_depth_scale")
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col.prop(eevee_props, "motion_blur_max")
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col.prop(eevee_props, "motion_blur_steps", text="Steps")
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class RENDER_PT_eevee_next_motion_blur_curve(RenderButtonsPanel, Panel):
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bl_label = "Shutter Curve"
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bl_parent_id = "RENDER_PT_eevee_next_motion_blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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rd = scene.render
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layout.active = rd.use_motion_blur
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col = layout.column()
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col.template_curve_mapping(rd, "motion_blur_shutter_curve")
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col = layout.column(align=True)
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row = col.row(align=True)
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row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
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row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
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row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
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row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
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row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
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row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
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class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
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bl_label = "Depth of Field"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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col.prop(props, "bokeh_threshold")
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col.prop(props, "bokeh_neighbor_max")
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col.prop(props, "bokeh_denoise_fac")
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col.prop(props, "use_bokeh_high_quality_slight_defocus")
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col.prop(props, "use_bokeh_jittered")
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col = layout.column()
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col.active = props.use_bokeh_jittered
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col.prop(props, "bokeh_overblur")
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class RENDER_PT_eevee_next_depth_of_field(RenderButtonsPanel, Panel):
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bl_label = "Depth of Field"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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col.prop(props, "bokeh_threshold")
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col.prop(props, "bokeh_neighbor_max")
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col = layout.column(align=False, heading="Jitter Camera")
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(props, "use_bokeh_jittered", text="")
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sub = sub.row(align=True)
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sub.active = props.use_bokeh_jittered
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sub.prop(props, "bokeh_overblur")
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class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
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bl_label = "Bloom"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_bloom", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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layout.active = props.use_bloom
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col = layout.column()
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col.prop(props, "bloom_threshold")
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col.prop(props, "bloom_knee")
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col.prop(props, "bloom_radius")
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col.prop(props, "bloom_color")
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col.prop(props, "bloom_intensity")
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col.prop(props, "bloom_clamp")
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class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
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bl_label = "Volumetrics"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "volumetric_start")
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col.prop(props, "volumetric_end")
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col = layout.column()
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col.prop(props, "volumetric_tile_size")
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col.prop(props, "volumetric_samples")
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col.prop(props, "volumetric_sample_distribution", text="Distribution")
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class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Lighting"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_lights", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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layout.active = props.use_volumetric_lights
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layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
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class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Shadows"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_shadows", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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layout.active = props.use_volumetric_shadows
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layout.prop(props, "volumetric_shadow_samples", text="Samples")
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class RENDER_PT_eevee_next_volumes(RenderButtonsPanel, Panel):
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bl_label = "Volumes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "volumetric_tile_size", text="Resolution")
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col.prop(props, "volumetric_samples", text="Steps")
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col.prop(props, "volumetric_sample_distribution", text="Distribution")
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col = layout.column()
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col.prop(props, "volumetric_ray_depth", text="Max Depth")
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class RENDER_PT_eevee_next_volumes_range(RenderButtonsPanel, Panel):
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bl_label = "Custom Range"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "RENDER_PT_eevee_next_volumes"
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volume_custom_range", text="")
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def draw(self, context):
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scene = context.scene
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props = scene.eevee
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layout = self.layout
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layout.active = props.use_volume_custom_range
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layout.use_property_split = True
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layout.use_property_decorate = False
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col = layout.column(align=True)
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col.prop(props, "volumetric_start")
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col.prop(props, "volumetric_end")
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class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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bl_label = "Subsurface Scattering"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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|
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(props, "sss_samples")
|
|
col.prop(props, "sss_jitter_threshold")
|
|
|
|
|
|
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
|
|
bl_label = "Screen Space Reflections"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
self.layout.prop(props, "use_ssr", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.active = props.use_ssr
|
|
col.prop(props, "use_ssr_refraction", text="Refraction")
|
|
col.prop(props, "use_ssr_halfres")
|
|
col.prop(props, "ssr_quality")
|
|
col.prop(props, "ssr_max_roughness")
|
|
col.prop(props, "ssr_thickness")
|
|
col.prop(props, "ssr_border_fade")
|
|
col.prop(props, "ssr_firefly_fac")
|
|
|
|
|
|
class RENDER_PT_eevee_next_raytracing_presets(PresetPanel, Panel):
|
|
bl_label = "Raytracing Presets"
|
|
preset_subdir = "eevee/raytracing"
|
|
preset_operator = "script.execute_preset"
|
|
preset_add_operator = "render.eevee_raytracing_preset_add"
|
|
|
|
|
|
class RENDER_PT_eevee_next_raytracing(RenderButtonsPanel, Panel):
|
|
bl_label = "Raytracing"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
props = context.scene.eevee
|
|
self.layout.prop(props, "use_raytracing", text="")
|
|
|
|
def draw_header_preset(self, _context):
|
|
RENDER_PT_eevee_next_raytracing_presets.draw_panel_header(self.layout)
|
|
|
|
def draw(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout = self.layout
|
|
layout.active = props.use_raytracing
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
col = layout.column()
|
|
col.prop(props, "ray_tracing_method", text="Method")
|
|
|
|
options = context.scene.eevee.ray_tracing_options
|
|
|
|
col.prop(options, "resolution_scale")
|
|
col.prop(options, "trace_max_roughness", text="Max Roughness")
|
|
# TODO Move it to raytracing options
|
|
col.prop(props, "horizon_bias", text="Bias")
|
|
|
|
|
|
class RENDER_PT_eevee_next_screen_trace(RenderButtonsPanel, Panel):
|
|
bl_label = "Screen Tracing"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
use_screen_trace = (context.scene.eevee.ray_tracing_method == 'SCREEN')
|
|
return (context.engine in cls.COMPAT_ENGINES) and use_screen_trace
|
|
|
|
def draw(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout = self.layout
|
|
layout.active = props.use_raytracing
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
props = context.scene.eevee.ray_tracing_options
|
|
|
|
col = layout.column()
|
|
col.prop(props, "screen_trace_quality", text="Precision")
|
|
col.prop(props, "screen_trace_thickness", text="Thickness")
|
|
|
|
|
|
class RENDER_PT_eevee_next_horizon_scan(RenderButtonsPanel, Panel):
|
|
bl_label = "Horizon Scan"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout = self.layout
|
|
layout.active = props.use_raytracing
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
col = layout.column()
|
|
col.prop(props, "horizon_quality", text="Precision")
|
|
col.prop(props, "horizon_thickness", text="Thickness")
|
|
col.prop(props, "horizon_resolution", text="Resolution")
|
|
|
|
|
|
class RENDER_PT_eevee_next_denoise(RenderButtonsPanel, Panel):
|
|
bl_label = "Denoising"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
self.layout.active = context.scene.eevee.use_raytracing
|
|
props = context.scene.eevee.ray_tracing_options
|
|
self.layout.prop(props, "use_denoise", text="")
|
|
|
|
def draw(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout = self.layout
|
|
layout.active = props.use_raytracing
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
props = context.scene.eevee.ray_tracing_options
|
|
|
|
col = layout.column()
|
|
col.active = props.use_denoise
|
|
col.prop(props, "denoise_spatial")
|
|
|
|
col = layout.column()
|
|
col.active = props.use_denoise and props.denoise_spatial
|
|
col.prop(props, "denoise_temporal")
|
|
|
|
col = layout.column()
|
|
col.active = props.use_denoise and props.denoise_spatial and props.denoise_temporal
|
|
col.prop(props, "denoise_bilateral")
|
|
|
|
|
|
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
|
|
bl_label = "Shadows"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(props, "shadow_cube_size", text="Cube Size")
|
|
col.prop(props, "shadow_cascade_size", text="Cascade Size")
|
|
col.prop(props, "use_shadow_high_bitdepth")
|
|
col.prop(props, "use_soft_shadows")
|
|
col.prop(props, "light_threshold")
|
|
|
|
|
|
class RENDER_PT_eevee_next_clamping(RenderButtonsPanel, Panel):
|
|
bl_label = "Clamping"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
|
|
class RENDER_PT_eevee_next_clamping_surface(RenderButtonsPanel, Panel):
|
|
bl_label = "Surface"
|
|
bl_parent_id = "RENDER_PT_eevee_next_clamping"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column(align=True)
|
|
col.prop(props, "clamp_surface_direct", text="Direct Light")
|
|
col.prop(props, "clamp_surface_indirect", text="Indirect Light")
|
|
|
|
|
|
class RENDER_PT_eevee_next_clamping_volume(RenderButtonsPanel, Panel):
|
|
bl_label = "Volume"
|
|
bl_parent_id = "RENDER_PT_eevee_next_clamping"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column(align=True)
|
|
col.prop(props, "clamp_volume_direct", text="Direct Light")
|
|
col.prop(props, "clamp_volume_indirect", text="Indirect Light")
|
|
|
|
|
|
class RENDER_PT_eevee_next_sampling_shadows(RenderButtonsPanel, Panel):
|
|
bl_label = "Shadows"
|
|
bl_parent_id = "RENDER_PT_eevee_next_sampling"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
self.layout.prop(props, "use_shadows", text="")
|
|
|
|
def draw(self, context):
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout = self.layout
|
|
layout.active = props.use_shadows
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
col = layout.column(heading="Tracing", align=True)
|
|
col.prop(props, "shadow_ray_count", text="Rays")
|
|
col.prop(props, "shadow_step_count", text="Steps")
|
|
|
|
col = layout.column()
|
|
col.prop(props, "shadow_normal_bias", text="Normal Bias")
|
|
|
|
col = layout.column(align=False, heading="Volume Shadows")
|
|
row = col.row(align=True)
|
|
sub = row.row(align=True)
|
|
sub.prop(props, "use_volumetric_shadows", text="")
|
|
sub = sub.row(align=True)
|
|
sub.active = props.use_volumetric_shadows
|
|
sub.prop(props, "volumetric_shadow_samples", text="Steps")
|
|
|
|
|
|
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
|
|
bl_label = "Sampling"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column(align=True)
|
|
col.prop(props, "taa_render_samples", text="Render")
|
|
col.prop(props, "taa_samples", text="Viewport")
|
|
|
|
col = layout.column()
|
|
col.prop(props, "use_taa_reprojection")
|
|
|
|
|
|
class RENDER_PT_eevee_next_sampling(RenderButtonsPanel, Panel):
|
|
bl_label = "Sampling"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
|
|
class RENDER_PT_eevee_next_sampling_viewport(RenderButtonsPanel, Panel):
|
|
bl_label = "Viewport"
|
|
bl_parent_id = "RENDER_PT_eevee_next_sampling"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(props, "taa_samples", text="Samples")
|
|
col.prop(props, "use_taa_reprojection", text="Temporal Reprojection")
|
|
col.prop(props, "use_shadow_jittered_viewport", text="Jittered Shadows")
|
|
|
|
# Add SSS sample count here.
|
|
|
|
|
|
class RENDER_PT_eevee_next_sampling_render(RenderButtonsPanel, Panel):
|
|
bl_label = "Render"
|
|
bl_parent_id = "RENDER_PT_eevee_next_sampling"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column(align=True)
|
|
col.prop(props, "taa_render_samples", text="Samples")
|
|
|
|
# Add SSS sample count here.
|
|
|
|
|
|
class RENDER_PT_eevee_next_sampling_advanced(RenderButtonsPanel, Panel):
|
|
bl_label = "Advanced"
|
|
bl_parent_id = "RENDER_PT_eevee_next_sampling"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(props, "light_threshold")
|
|
|
|
|
|
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
|
|
bl_label = "Indirect Lighting"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
|
|
col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_SPHERE').subset = 'CUBEMAPS'
|
|
col.operator("scene.light_cache_free", text="Delete Lighting Cache")
|
|
|
|
cache_info = scene.eevee.gi_cache_info
|
|
if cache_info:
|
|
col.label(text=rpt_(cache_info), translate=False)
|
|
|
|
col.prop(props, "gi_auto_bake")
|
|
|
|
col.prop(props, "gi_diffuse_bounces")
|
|
col.prop(props, "gi_cubemap_resolution")
|
|
col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
|
|
col.prop(props, "gi_irradiance_smoothing")
|
|
col.prop(props, "gi_glossy_clamp")
|
|
col.prop(props, "gi_filter_quality")
|
|
|
|
|
|
class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
|
|
bl_label = "Display"
|
|
bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
row = layout.row(align=True)
|
|
row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
|
|
row.prop(props, "gi_show_cubemaps", text="", toggle=True)
|
|
|
|
row = layout.row(align=True)
|
|
row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
|
|
row.prop(props, "gi_show_irradiance", text="", toggle=True)
|
|
|
|
|
|
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
|
|
bl_label = "Film"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
scene = context.scene
|
|
rd = scene.render
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(rd, "filter_size")
|
|
col.prop(rd, "film_transparent", text="Transparent")
|
|
|
|
col = layout.column(align=False, heading="Overscan")
|
|
row = col.row(align=True)
|
|
sub = row.row(align=True)
|
|
sub.prop(props, "use_overscan", text="")
|
|
sub = sub.row(align=True)
|
|
sub.active = props.use_overscan
|
|
sub.prop(props, "overscan_size", text="")
|
|
|
|
|
|
class RENDER_PT_eevee_next_film(RenderButtonsPanel, Panel):
|
|
bl_label = "Film"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
scene = context.scene
|
|
rd = scene.render
|
|
props = scene.eevee
|
|
|
|
col = layout.column()
|
|
col.prop(rd, "filter_size")
|
|
col.prop(rd, "film_transparent", text="Transparent")
|
|
|
|
col = layout.column(align=False, heading="Overscan")
|
|
row = col.row(align=True)
|
|
sub = row.row(align=True)
|
|
sub.prop(props, "use_overscan", text="")
|
|
sub = sub.row(align=True)
|
|
sub.active = props.use_overscan
|
|
sub.prop(props, "overscan_size", text="")
|
|
|
|
|
|
def draw_curves_settings(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
rd = scene.render
|
|
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
layout.prop(rd, "hair_type", text="Shape", expand=True)
|
|
layout.prop(rd, "hair_subdiv")
|
|
|
|
|
|
class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
|
|
bl_label = "Curves"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
draw_curves_settings(self, context)
|
|
|
|
|
|
class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
|
|
bl_label = "Performance"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
rd = scene.render
|
|
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
layout.prop(rd, "use_high_quality_normals")
|
|
|
|
|
|
class RENDER_PT_eevee_performance_memory(RenderButtonsPanel, Panel):
|
|
bl_label = "Memory"
|
|
bl_parent_id = "RENDER_PT_eevee_performance"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
scene = context.scene
|
|
props = scene.eevee
|
|
|
|
layout.prop(props, "shadow_pool_size", text="Shadow Pool")
|
|
layout.prop(props, "gi_irradiance_pool_size", text="Light Probes Volume Pool")
|
|
|
|
|
|
class RENDER_PT_eevee_performance_viewport(RenderButtonsPanel, Panel):
|
|
bl_label = "Viewport"
|
|
bl_parent_id = "RENDER_PT_eevee_performance"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
scene = context.scene
|
|
rd = scene.render
|
|
|
|
col = layout.column()
|
|
col.prop(rd, "preview_pixel_size", text="Pixel Size")
|
|
|
|
|
|
class RENDER_PT_gpencil(RenderButtonsPanel, Panel):
|
|
bl_label = "Grease Pencil"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_order = 10
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
scene = context.scene
|
|
props = scene.grease_pencil_settings
|
|
|
|
col = layout.column()
|
|
col.prop(props, "antialias_threshold")
|
|
|
|
|
|
class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
|
|
bl_label = "Sampling"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
scene = context.scene
|
|
props = scene.display
|
|
|
|
col = layout.column()
|
|
col.prop(props, "render_aa", text="Render")
|
|
col.prop(props, "viewport_aa", text="Viewport")
|
|
|
|
|
|
class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
|
|
bl_label = "Film"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
rd = context.scene.render
|
|
layout.prop(rd, "film_transparent", text="Transparent")
|
|
|
|
|
|
class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
|
|
bl_label = "Lighting"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_lighting.draw(self, context)
|
|
|
|
|
|
class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
|
|
bl_label = "Color"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_color._draw_color_type(self, context)
|
|
|
|
|
|
class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
|
|
bl_label = "Options"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_options.draw(self, context)
|
|
|
|
|
|
class RENDER_PT_simplify(RenderButtonsPanel, Panel):
|
|
bl_label = "Simplify"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw_header(self, context):
|
|
rd = context.scene.render
|
|
self.layout.prop(rd, "use_simplify", text="")
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
|
|
class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
|
|
bl_label = "Viewport"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
rd = context.scene.render
|
|
|
|
layout.active = rd.use_simplify
|
|
|
|
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_child_particles", text="Max Child Particles")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_volumes", text="Volume Resolution")
|
|
|
|
if context.engine in 'BLENDER_EEVEE_NEXT':
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_shadows", text="Shadow Resolution")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "use_simplify_normals", text="Normals")
|
|
|
|
|
|
class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
|
|
bl_label = "Render"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
rd = context.scene.render
|
|
|
|
layout.active = rd.use_simplify
|
|
|
|
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
|
|
|
|
if context.engine in 'BLENDER_EEVEE_NEXT':
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_shadows_render", text="Shadow Resolution")
|
|
|
|
|
|
class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel, GreasePencilSimplifyPanel):
|
|
bl_label = "Grease Pencil"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_GAME',
|
|
'BLENDER_CLAY',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
|
|
class RENDER_PT_hydra_debug(RenderButtonsPanel, Panel):
|
|
bl_label = "Hydra Debug"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_order = 200
|
|
COMPAT_ENGINES = {'HYDRA_STORM'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
prefs = context.preferences
|
|
return (context.engine in cls.COMPAT_ENGINES) and prefs.view.show_developer_ui
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
hydra = context.scene.hydra
|
|
layout.prop(hydra, "export_method")
|
|
|
|
|
|
classes = (
|
|
RENDER_PT_context,
|
|
RENDER_PT_eevee_sampling,
|
|
RENDER_PT_eevee_next_sampling,
|
|
RENDER_PT_eevee_next_sampling_viewport,
|
|
RENDER_PT_eevee_next_sampling_render,
|
|
RENDER_PT_eevee_next_sampling_shadows,
|
|
RENDER_PT_eevee_next_sampling_advanced,
|
|
RENDER_PT_eevee_next_clamping,
|
|
RENDER_PT_eevee_next_clamping_surface,
|
|
RENDER_PT_eevee_next_clamping_volume,
|
|
RENDER_PT_eevee_ambient_occlusion,
|
|
RENDER_PT_eevee_bloom,
|
|
RENDER_PT_eevee_subsurface_scattering,
|
|
RENDER_PT_eevee_screen_space_reflections,
|
|
RENDER_PT_eevee_next_raytracing_presets,
|
|
RENDER_PT_eevee_next_raytracing,
|
|
RENDER_PT_eevee_next_screen_trace,
|
|
RENDER_PT_eevee_next_horizon_scan,
|
|
RENDER_PT_eevee_next_denoise,
|
|
RENDER_PT_simplify,
|
|
RENDER_PT_simplify_viewport,
|
|
RENDER_PT_simplify_render,
|
|
RENDER_PT_simplify_greasepencil,
|
|
RENDER_PT_eevee_motion_blur,
|
|
RENDER_PT_eevee_volumetric,
|
|
RENDER_PT_eevee_volumetric_lighting,
|
|
RENDER_PT_eevee_volumetric_shadows,
|
|
RENDER_PT_eevee_next_volumes,
|
|
RENDER_PT_eevee_next_volumes_range,
|
|
RENDER_PT_eevee_hair,
|
|
RENDER_PT_eevee_shadows,
|
|
RENDER_PT_eevee_indirect_lighting,
|
|
RENDER_PT_eevee_indirect_lighting_display,
|
|
RENDER_PT_eevee_depth_of_field,
|
|
RENDER_PT_eevee_next_depth_of_field,
|
|
RENDER_PT_eevee_next_motion_blur,
|
|
RENDER_PT_eevee_next_motion_blur_curve,
|
|
RENDER_PT_eevee_film,
|
|
RENDER_PT_eevee_next_film,
|
|
RENDER_PT_eevee_performance,
|
|
RENDER_PT_eevee_performance_memory,
|
|
RENDER_PT_eevee_performance_viewport,
|
|
|
|
|
|
RENDER_PT_gpencil,
|
|
RENDER_PT_opengl_sampling,
|
|
RENDER_PT_opengl_lighting,
|
|
RENDER_PT_opengl_color,
|
|
RENDER_PT_opengl_options,
|
|
RENDER_PT_opengl_film,
|
|
RENDER_PT_hydra_debug,
|
|
RENDER_PT_color_management,
|
|
RENDER_PT_color_management_display_settings,
|
|
RENDER_PT_color_management_curves,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|