2011-04-27 11:58:34 +00:00
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#
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# Copyright 2011, Blender Foundation.
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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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2011-11-15 02:58:01 +00:00
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# <pep8 compliant>
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2011-04-27 11:58:34 +00:00
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import bpy
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2011-11-24 21:14:48 +00:00
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from bpy.props import (BoolProperty,
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EnumProperty,
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2011-11-24 19:36:12 +00:00
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FloatProperty,
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IntProperty,
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PointerProperty)
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2011-04-27 11:58:34 +00:00
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2011-09-16 13:14:02 +00:00
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import math
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2011-11-27 03:49:09 +00:00
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from . import enums
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2011-04-27 11:58:34 +00:00
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2011-11-15 02:58:01 +00:00
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2011-04-27 11:58:34 +00:00
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class CyclesRenderSettings(bpy.types.PropertyGroup):
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2011-08-28 13:55:59 +00:00
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@classmethod
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def register(cls):
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2012-01-20 18:31:23 +00:00
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bpy.types.Scene.cycles = PointerProperty(
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name="Cycles Render Settings",
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description="Cycles render settings",
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type=cls,
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)
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cls.device = EnumProperty(
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name="Device",
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description="Device to use for rendering",
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items=enums.devices,
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default='CPU',
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)
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cls.feature_set = EnumProperty(
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name="Feature Set",
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description="Feature set to use for rendering",
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items=enums.feature_set,
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default='SUPPORTED',
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)
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cls.shading_system = EnumProperty(
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name="Shading System",
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description="Shading system to use for rendering",
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items=enums.shading_systems,
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default='GPU_COMPATIBLE',
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)
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2012-06-13 11:44:48 +00:00
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cls.progressive = BoolProperty(
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name="Progressive",
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description="Use progressive sampling of lighting",
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default=True,
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)
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2012-01-20 18:31:23 +00:00
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cls.samples = IntProperty(
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name="Samples",
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description="Number of samples to render for each pixel",
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min=1, max=2147483647,
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default=10,
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)
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cls.preview_samples = IntProperty(
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name="Preview Samples",
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description="Number of samples to render in the viewport, unlimited if 0",
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min=0, max=2147483647,
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default=10,
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)
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cls.preview_pause = BoolProperty(
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name="Pause Preview",
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description="Pause all viewport preview renders",
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default=False,
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2012-03-28 09:07:35 +00:00
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)
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cls.preview_active_layer = BoolProperty(
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name="Preview Active Layer",
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description="Preview active render layer in viewport",
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default=False,
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2012-01-20 18:31:23 +00:00
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)
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2012-06-13 11:44:48 +00:00
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cls.aa_samples = IntProperty(
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name="AA Samples",
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description="Number of antialiasing samples to render for each pixel",
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min=1, max=10000,
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default=4,
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)
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cls.preview_aa_samples = IntProperty(
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name="AA Samples",
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2012-06-13 14:18:42 +00:00
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description="Number of antialiasing samples to render in the viewport, unlimited if 0",
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2012-06-13 16:15:42 +00:00
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min=0, max=10000,
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2012-06-13 11:44:48 +00:00
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default=4,
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)
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cls.diffuse_samples = IntProperty(
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name="Diffuse Samples",
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description="Number of diffuse bounce samples to render for each AA sample",
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min=1, max=10000,
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default=1,
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)
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cls.glossy_samples = IntProperty(
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name="Glossy Samples",
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description="Number of glossy bounce samples to render for each AA sample",
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min=1, max=10000,
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default=1,
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)
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cls.transmission_samples = IntProperty(
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name="Transmission Samples",
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description="Number of transmission bounce samples to render for each AA sample",
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min=1, max=10000,
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default=1,
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)
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cls.ao_samples = IntProperty(
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name="Ambient Occlusion Samples",
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description="Number of ambient occlusion samples to render for each AA sample",
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min=1, max=10000,
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default=1,
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)
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cls.mesh_light_samples = IntProperty(
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name="Mesh Light Samples",
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description="Number of mesh emission light samples to render for each AA sample",
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min=1, max=10000,
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default=1,
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)
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2012-01-20 18:31:23 +00:00
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cls.no_caustics = BoolProperty(
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name="No Caustics",
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description="Leave out caustics, resulting in a darker image with less noise",
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default=False,
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)
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Cycles: merging features from tomato branch.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
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cls.blur_glossy = FloatProperty(
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name="Filter Glossy",
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2012-10-16 03:21:22 +00:00
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description="Adaptively blur glossy shaders after blurry bounces, "
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"to reduce noise at the cost of accuracy",
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Cycles: merging features from tomato branch.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
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min=0.0, max=10.0,
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2012-01-20 18:31:23 +00:00
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default=0.0,
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)
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cls.min_bounces = IntProperty(
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name="Min Bounces",
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2012-07-04 15:04:38 +00:00
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description="Minimum number of bounces, setting this lower "
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"than the maximum enables probabilistic path "
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"termination (faster but noisier)",
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2012-01-20 18:31:23 +00:00
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min=0, max=1024,
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default=3,
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)
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cls.max_bounces = IntProperty(
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name="Max Bounces",
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description="Total maximum number of bounces",
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min=0, max=1024,
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default=8,
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)
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cls.diffuse_bounces = IntProperty(
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name="Diffuse Bounces",
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description="Maximum number of diffuse reflection bounces, bounded by total maximum",
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min=0, max=1024,
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default=128,
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)
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cls.glossy_bounces = IntProperty(
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name="Glossy Bounces",
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description="Maximum number of glossy reflection bounces, bounded by total maximum",
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min=0, max=1024,
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default=128,
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)
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cls.transmission_bounces = IntProperty(
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name="Transmission Bounces",
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description="Maximum number of transmission bounces, bounded by total maximum",
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min=0, max=1024,
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default=128,
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)
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cls.transparent_min_bounces = IntProperty(
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name="Transparent Min Bounces",
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2012-07-04 15:04:38 +00:00
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description="Minimum number of transparent bounces, setting "
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"this lower than the maximum enables "
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"probabilistic path termination (faster but "
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"noisier)",
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2012-01-20 18:31:23 +00:00
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min=0, max=1024,
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default=8,
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)
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cls.transparent_max_bounces = IntProperty(
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name="Transparent Max Bounces",
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description="Maximum number of transparent bounces",
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min=0, max=1024,
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default=8,
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)
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cls.use_transparent_shadows = BoolProperty(
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name="Transparent Shadows",
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description="Use transparency of surfaces for rendering shadows",
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default=True,
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)
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cls.film_exposure = FloatProperty(
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name="Exposure",
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description="Image brightness scale",
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min=0.0, max=10.0,
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default=1.0,
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)
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cls.film_transparent = BoolProperty(
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name="Transparent",
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description="World background is transparent",
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default=False,
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)
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cls.filter_type = EnumProperty(
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name="Filter Type",
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description="Pixel filter type",
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items=enums.filter_types,
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default='GAUSSIAN',
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)
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cls.filter_width = FloatProperty(
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name="Filter Width",
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description="Pixel filter width",
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min=0.01, max=10.0,
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default=1.5,
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)
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cls.seed = IntProperty(
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name="Seed",
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description="Seed value for integrator to get different noise patterns",
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min=0, max=2147483647,
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default=0,
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)
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2012-04-05 15:17:45 +00:00
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cls.sample_clamp = FloatProperty(
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name="Clamp",
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2012-10-16 03:21:22 +00:00
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description="If non-zero, the maximum value for a sample, "
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"higher values will be scaled down to avoid too "
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"much noise and slow convergence at the cost of accuracy",
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2012-04-05 15:17:45 +00:00
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min=0.0, max=1e8,
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default=0.0,
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)
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2012-01-20 18:31:23 +00:00
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cls.debug_tile_size = IntProperty(
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name="Tile Size",
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description="",
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min=1, max=4096,
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default=1024,
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)
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2012-09-04 13:29:07 +00:00
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2012-09-17 10:55:18 +00:00
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cls.preview_start_resolution = IntProperty(
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name="Start Resolution",
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2012-10-16 03:21:22 +00:00
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description="Resolution to start rendering preview at, "
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"progressively increasing it to the full viewport size",
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2012-09-17 10:55:18 +00:00
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min=8, max=16384,
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default=64,
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2012-01-20 18:31:23 +00:00
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)
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2012-09-04 13:29:07 +00:00
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2012-01-20 18:31:23 +00:00
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cls.debug_reset_timeout = FloatProperty(
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name="Reset timeout",
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description="",
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|
min=0.01, max=10.0,
|
|
|
|
|
default=0.1,
|
|
|
|
|
)
|
|
|
|
|
cls.debug_cancel_timeout = FloatProperty(
|
|
|
|
|
name="Cancel timeout",
|
|
|
|
|
description="",
|
|
|
|
|
min=0.01, max=10.0,
|
|
|
|
|
default=0.1,
|
|
|
|
|
)
|
|
|
|
|
cls.debug_text_timeout = FloatProperty(
|
|
|
|
|
name="Text timeout",
|
|
|
|
|
description="",
|
|
|
|
|
min=0.01, max=10.0,
|
|
|
|
|
default=1.0,
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
cls.debug_bvh_type = EnumProperty(
|
|
|
|
|
name="Viewport BVH Type",
|
|
|
|
|
description="Choose between faster updates, or faster render",
|
|
|
|
|
items=enums.bvh_types,
|
|
|
|
|
default='DYNAMIC_BVH',
|
|
|
|
|
)
|
|
|
|
|
cls.debug_use_spatial_splits = BoolProperty(
|
|
|
|
|
name="Use Spatial Splits",
|
|
|
|
|
description="Use BVH spatial splits: longer builder time, faster render",
|
|
|
|
|
default=False,
|
|
|
|
|
)
|
|
|
|
|
cls.use_cache = BoolProperty(
|
|
|
|
|
name="Cache BVH",
|
|
|
|
|
description="Cache last built BVH to disk for faster re-render if no geometry changed",
|
|
|
|
|
default=False,
|
2012-10-13 12:38:32 +00:00
|
|
|
)
|
|
|
|
|
cls.use_progressive_refine = BoolProperty(
|
|
|
|
|
name="Progressive Refine",
|
2012-10-16 03:21:22 +00:00
|
|
|
description="Instead of rendering each tile until it is finished, "
|
2012-10-21 14:02:30 +00:00
|
|
|
"refine the whole image progressively "
|
|
|
|
|
"(this renders somewhat slower, "
|
|
|
|
|
"but time can be saved by manually stopping the render when the noise is low enough)",
|
2012-10-13 12:38:32 +00:00
|
|
|
default=False,
|
2012-01-20 18:31:23 +00:00
|
|
|
)
|
2011-08-28 13:55:59 +00:00
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Scene.cycles
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
class CyclesCameraSettings(bpy.types.PropertyGroup):
|
2011-08-28 13:55:59 +00:00
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.Camera.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Camera Settings",
|
|
|
|
|
description="Cycles camera settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
|
2012-03-07 13:01:30 +00:00
|
|
|
cls.aperture_type = EnumProperty(
|
|
|
|
|
name="Aperture Type",
|
2012-03-09 19:01:44 +00:00
|
|
|
description="Use F/stop number or aperture radius",
|
2012-03-07 13:01:30 +00:00
|
|
|
items=enums.aperture_types,
|
|
|
|
|
default='RADIUS',
|
|
|
|
|
)
|
|
|
|
|
cls.aperture_fstop = FloatProperty(
|
|
|
|
|
name="Aperture F/stop",
|
2012-03-09 19:01:44 +00:00
|
|
|
description="F/stop ratio (lower numbers give more defocus, higher numbers give a sharper image)",
|
2012-03-07 13:01:30 +00:00
|
|
|
min=0.0, soft_min=0.1, soft_max=64.0,
|
|
|
|
|
default=5.6,
|
|
|
|
|
step=10,
|
|
|
|
|
precision=1,
|
|
|
|
|
)
|
2012-01-20 18:31:23 +00:00
|
|
|
cls.aperture_size = FloatProperty(
|
|
|
|
|
name="Aperture Size",
|
2012-03-09 19:01:44 +00:00
|
|
|
description="Radius of the aperture for depth of field (higher values give more defocus)",
|
2012-03-07 13:01:30 +00:00
|
|
|
min=0.0, soft_max=10.0,
|
2012-01-20 18:31:23 +00:00
|
|
|
default=0.0,
|
2012-03-07 13:01:30 +00:00
|
|
|
step=1,
|
|
|
|
|
precision=4,
|
2012-01-20 18:31:23 +00:00
|
|
|
)
|
|
|
|
|
cls.aperture_blades = IntProperty(
|
|
|
|
|
name="Aperture Blades",
|
|
|
|
|
description="Number of blades in aperture for polygonal bokeh (at least 3)",
|
|
|
|
|
min=0, max=100,
|
|
|
|
|
default=0,
|
|
|
|
|
)
|
|
|
|
|
cls.aperture_rotation = FloatProperty(
|
|
|
|
|
name="Aperture Rotation",
|
|
|
|
|
description="Rotation of blades in aperture",
|
|
|
|
|
soft_min=-math.pi, soft_max=math.pi,
|
|
|
|
|
subtype='ANGLE',
|
|
|
|
|
default=0,
|
|
|
|
|
)
|
2012-05-04 16:20:51 +00:00
|
|
|
cls.panorama_type = EnumProperty(
|
|
|
|
|
name="Panorama Type",
|
|
|
|
|
description="Distortion to use for the calculation",
|
|
|
|
|
items=enums.panorama_types,
|
|
|
|
|
default='FISHEYE_EQUISOLID',
|
|
|
|
|
)
|
|
|
|
|
cls.fisheye_fov = FloatProperty(
|
|
|
|
|
name="Field of View",
|
|
|
|
|
description="Field of view for the fisheye lens",
|
2012-06-19 22:17:19 +00:00
|
|
|
min=0.1745, soft_max=2 * math.pi, max=10.0 * math.pi,
|
2012-05-04 16:20:51 +00:00
|
|
|
subtype='ANGLE',
|
|
|
|
|
default=math.pi,
|
|
|
|
|
)
|
|
|
|
|
cls.fisheye_lens = FloatProperty(
|
|
|
|
|
name="Fisheye Lens",
|
2012-05-07 15:50:57 +00:00
|
|
|
description="Lens focal length (mm)",
|
2012-05-04 16:20:51 +00:00
|
|
|
min=0.01, soft_max=15.0, max=100.0,
|
|
|
|
|
default=10.5,
|
|
|
|
|
)
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-08-28 13:55:59 +00:00
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Camera.cycles
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
class CyclesMaterialSettings(bpy.types.PropertyGroup):
|
2011-08-28 13:55:59 +00:00
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.Material.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Material Settings",
|
|
|
|
|
description="Cycles material settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
cls.sample_as_light = BoolProperty(
|
|
|
|
|
name="Sample as Lamp",
|
2012-10-16 03:21:22 +00:00
|
|
|
description="Use direct light sampling for this material, "
|
|
|
|
|
"disabling may reduce overall noise for large "
|
|
|
|
|
"objects that emit little light compared to other light sources",
|
2012-01-20 18:31:23 +00:00
|
|
|
default=True,
|
|
|
|
|
)
|
|
|
|
|
cls.homogeneous_volume = BoolProperty(
|
|
|
|
|
name="Homogeneous Volume",
|
2012-10-16 03:21:22 +00:00
|
|
|
description="When using volume rendering, assume volume has the same density everywhere, "
|
|
|
|
|
"for faster rendering",
|
2012-01-20 18:31:23 +00:00
|
|
|
default=False,
|
|
|
|
|
)
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-08-28 13:55:59 +00:00
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Material.cycles
|
|
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-09-27 20:37:24 +00:00
|
|
|
class CyclesLampSettings(bpy.types.PropertyGroup):
|
|
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.Lamp.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Lamp Settings",
|
|
|
|
|
description="Cycles lamp settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
cls.cast_shadow = BoolProperty(
|
|
|
|
|
name="Cast Shadow",
|
|
|
|
|
description="Lamp casts shadows",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
2012-06-13 11:44:48 +00:00
|
|
|
cls.samples = IntProperty(
|
|
|
|
|
name="Samples",
|
|
|
|
|
description="Number of light samples to render for each AA sample",
|
|
|
|
|
min=1, max=10000,
|
|
|
|
|
default=1,
|
|
|
|
|
)
|
2011-09-27 20:37:24 +00:00
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Lamp.cycles
|
|
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-08-28 13:55:59 +00:00
|
|
|
class CyclesWorldSettings(bpy.types.PropertyGroup):
|
|
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.World.cycles = PointerProperty(
|
|
|
|
|
name="Cycles World Settings",
|
|
|
|
|
description="Cycles world settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
cls.sample_as_light = BoolProperty(
|
|
|
|
|
name="Sample as Lamp",
|
2012-10-16 03:21:22 +00:00
|
|
|
description="Use direct light sampling for the environment, "
|
|
|
|
|
"enabling for non-solid colors is recommended",
|
2012-01-20 18:31:23 +00:00
|
|
|
default=False,
|
|
|
|
|
)
|
|
|
|
|
cls.sample_map_resolution = IntProperty(
|
|
|
|
|
name="Map Resolution",
|
2012-10-16 03:21:22 +00:00
|
|
|
description="Importance map size is resolution x resolution; "
|
|
|
|
|
"higher values potentially produce less noise, at the cost of memory and speed",
|
2012-01-20 18:31:23 +00:00
|
|
|
min=4, max=8096,
|
|
|
|
|
default=256,
|
|
|
|
|
)
|
2012-06-13 11:44:48 +00:00
|
|
|
cls.samples = IntProperty(
|
|
|
|
|
name="Samples",
|
|
|
|
|
description="Number of light samples to render for each AA sample",
|
|
|
|
|
min=1, max=10000,
|
|
|
|
|
default=4,
|
|
|
|
|
)
|
2011-08-28 13:55:59 +00:00
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.World.cycles
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-09-01 15:53:36 +00:00
|
|
|
class CyclesVisibilitySettings(bpy.types.PropertyGroup):
|
|
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.Object.cycles_visibility = PointerProperty(
|
|
|
|
|
name="Cycles Visibility Settings",
|
|
|
|
|
description="Cycles visibility settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
cls.camera = BoolProperty(
|
|
|
|
|
name="Camera",
|
|
|
|
|
description="Object visibility for camera rays",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
|
|
|
|
cls.diffuse = BoolProperty(
|
|
|
|
|
name="Diffuse",
|
|
|
|
|
description="Object visibility for diffuse reflection rays",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
|
|
|
|
cls.glossy = BoolProperty(
|
|
|
|
|
name="Glossy",
|
|
|
|
|
description="Object visibility for glossy reflection rays",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
|
|
|
|
cls.transmission = BoolProperty(
|
|
|
|
|
name="Transmission",
|
|
|
|
|
description="Object visibility for transmission rays",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
|
|
|
|
cls.shadow = BoolProperty(
|
|
|
|
|
name="Shadow",
|
|
|
|
|
description="Object visibility for shadow rays",
|
|
|
|
|
default=True,
|
|
|
|
|
)
|
2011-09-01 15:53:36 +00:00
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Object.cycles_visibility
|
|
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
class CyclesMeshSettings(bpy.types.PropertyGroup):
|
2011-08-28 13:55:59 +00:00
|
|
|
@classmethod
|
|
|
|
|
def register(cls):
|
2012-01-20 18:31:23 +00:00
|
|
|
bpy.types.Mesh.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Mesh Settings",
|
|
|
|
|
description="Cycles mesh settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
bpy.types.Curve.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Mesh Settings",
|
|
|
|
|
description="Cycles mesh settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
bpy.types.MetaBall.cycles = PointerProperty(
|
|
|
|
|
name="Cycles Mesh Settings",
|
|
|
|
|
description="Cycles mesh settings",
|
|
|
|
|
type=cls,
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
cls.displacement_method = EnumProperty(
|
|
|
|
|
name="Displacement Method",
|
|
|
|
|
description="Method to use for the displacement",
|
|
|
|
|
items=enums.displacement_methods,
|
|
|
|
|
default='BUMP',
|
|
|
|
|
)
|
|
|
|
|
cls.use_subdivision = BoolProperty(
|
|
|
|
|
name="Use Subdivision",
|
|
|
|
|
description="Subdivide mesh for rendering",
|
|
|
|
|
default=False,
|
|
|
|
|
)
|
|
|
|
|
cls.dicing_rate = FloatProperty(
|
|
|
|
|
name="Dicing Rate",
|
|
|
|
|
description="",
|
|
|
|
|
min=0.001, max=1000.0,
|
|
|
|
|
default=1.0,
|
|
|
|
|
)
|
2011-08-28 13:55:59 +00:00
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def unregister(cls):
|
|
|
|
|
del bpy.types.Mesh.cycles
|
2011-09-01 15:53:36 +00:00
|
|
|
del bpy.types.Curve.cycles
|
|
|
|
|
del bpy.types.MetaBall.cycles
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-11-15 02:58:01 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
def register():
|
2011-08-28 13:55:59 +00:00
|
|
|
bpy.utils.register_class(CyclesRenderSettings)
|
|
|
|
|
bpy.utils.register_class(CyclesCameraSettings)
|
|
|
|
|
bpy.utils.register_class(CyclesMaterialSettings)
|
2011-09-27 20:37:24 +00:00
|
|
|
bpy.utils.register_class(CyclesLampSettings)
|
2011-08-28 13:55:59 +00:00
|
|
|
bpy.utils.register_class(CyclesWorldSettings)
|
2011-09-01 15:53:36 +00:00
|
|
|
bpy.utils.register_class(CyclesVisibilitySettings)
|
2011-08-28 13:55:59 +00:00
|
|
|
bpy.utils.register_class(CyclesMeshSettings)
|
2011-11-15 02:58:01 +00:00
|
|
|
|
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
def unregister():
|
2011-08-28 13:55:59 +00:00
|
|
|
bpy.utils.unregister_class(CyclesRenderSettings)
|
|
|
|
|
bpy.utils.unregister_class(CyclesCameraSettings)
|
|
|
|
|
bpy.utils.unregister_class(CyclesMaterialSettings)
|
2011-09-27 20:37:24 +00:00
|
|
|
bpy.utils.unregister_class(CyclesLampSettings)
|
2011-08-28 13:55:59 +00:00
|
|
|
bpy.utils.unregister_class(CyclesWorldSettings)
|
|
|
|
|
bpy.utils.unregister_class(CyclesMeshSettings)
|
2011-09-01 15:53:36 +00:00
|
|
|
bpy.utils.unregister_class(CyclesVisibilitySettings)
|