Files
test2/scripts/startup/bl_ui/properties_output.py

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

620 lines
19 KiB
Python
Raw Normal View History

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from bl_ui.utils import PresetPanel
from bpy.app.translations import (
contexts as i18n_contexts,
pgettext_tip as tip_,
)
class RENDER_PT_format_presets(PresetPanel, Panel):
bl_label = "Format Presets"
preset_subdir = "render"
preset_operator = "script.execute_preset"
preset_add_operator = "render.preset_add"
class RENDER_PT_ffmpeg_presets(PresetPanel, Panel):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RenderOutputButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "output"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class RENDER_PT_format(RenderOutputButtonsPanel, Panel):
bl_label = "Format"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
_frame_rate_args_prev = None
_preset_class = None
def draw_header_preset(self, _context):
RENDER_PT_format_presets.draw_panel_header(self.layout)
@staticmethod
def _draw_framerate_label(*args):
# avoids re-creating text string each draw
if RENDER_PT_format._frame_rate_args_prev == args:
return RENDER_PT_format._frame_rate_ret
fps, fps_base, preset_label = args
if fps_base == 1.0:
fps_rate = round(fps)
else:
fps_rate = round(fps / fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60, 120, 240})
if custom_framerate is True:
fps_label_text = tip_("Custom (%.4g fps)") % fps_rate
show_framerate = True
else:
fps_label_text = tip_("%.4g fps") % fps_rate
show_framerate = (preset_label == "Custom")
RENDER_PT_format._frame_rate_args_prev = args
RENDER_PT_format._frame_rate_ret = args = (fps_label_text, show_framerate)
return args
@staticmethod
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
def draw_framerate(layout, rd):
if RENDER_PT_format._preset_class is None:
RENDER_PT_format._preset_class = bpy.types.RENDER_MT_framerate_presets
args = rd.fps, rd.fps_base, RENDER_PT_format._preset_class.bl_label
fps_label_text, show_framerate = RENDER_PT_format._draw_framerate_label(*args)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
layout.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if show_framerate:
col = layout.column(align=True)
col.prop(rd, "fps")
col.prop(rd, "fps_base", text="Base")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "resolution_x", text="Resolution X")
col.prop(rd, "resolution_y", text="Y")
col.prop(rd, "resolution_percentage", text="%")
col = layout.column(align=True)
col.prop(rd, "pixel_aspect_x", text="Aspect X")
col.prop(rd, "pixel_aspect_y", text="Y")
col = layout.column(align=True)
col.prop(rd, "use_border")
sub = col.column(align=True)
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border")
col = layout.column(heading="Frame Rate")
self.draw_framerate(col, rd)
class RENDER_PT_frame_range(RenderOutputButtonsPanel, Panel):
bl_label = "Frame Range"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
col = layout.column(align=True)
col.prop(scene, "frame_start", text="Frame Start")
col.prop(scene, "frame_end", text="End")
col.prop(scene, "frame_step", text="Step")
class RENDER_PT_time_stretching(RenderOutputButtonsPanel, Panel):
bl_label = "Time Stretching"
bl_parent_id = "RENDER_PT_frame_range"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "frame_map_old", text="Old")
col.prop(rd, "frame_map_new", text="New")
class RENDER_PT_post_processing(RenderOutputButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(heading="Pipeline")
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
layout.prop(rd, "dither_intensity", text="Dither", slider=True)
class RENDER_PT_stamp(RenderOutputButtonsPanel, Panel):
bl_label = "Metadata"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
if rd.use_sequencer:
layout.prop(rd, "metadata_input")
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(heading="Include")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_render_time", text="Render Time")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_frame_range", text="Frame Range")
col.prop(rd, "use_stamp_memory", text="Memory")
col.prop(rd, "use_stamp_hostname", text="Hostname")
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_scene", text="Scene")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_filename", text="Filename")
if rd.use_sequencer:
col.prop(rd, "use_stamp_sequencer_strip", text="Strip Name")
class RENDER_PT_stamp_note(RenderOutputButtonsPanel, Panel):
bl_label = "Note"
bl_parent_id = "RENDER_PT_stamp"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp_note", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_stamp_note
layout.prop(rd, "stamp_note_text", text="")
class RENDER_PT_stamp_burn(RenderOutputButtonsPanel, Panel):
bl_label = "Burn Into Image"
bl_parent_id = "RENDER_PT_stamp"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.use_property_split = True
col = layout.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_font_size", text="Font Size")
col.column().prop(rd, "stamp_foreground", slider=True)
col.column().prop(rd, "stamp_background", slider=True)
col.prop(rd, "use_stamp_labels", text="Include Labels")
class RENDER_PT_output(RenderOutputButtonsPanel, Panel):
bl_label = "Output"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
rd = context.scene.render
image_settings = rd.image_settings
layout.prop(rd, "filepath", text="")
layout.use_property_split = True
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(heading="Saving")
col.prop(rd, "use_file_extension")
col.prop(rd, "use_render_cache")
layout.template_image_settings(image_settings, color_management=False)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
if not rd.is_movie_format:
col = layout.column(heading="Image Sequence")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
class RENDER_PT_output_views(RenderOutputButtonsPanel, Panel):
bl_label = "Views"
bl_parent_id = "RENDER_PT_output"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.use_multiview
def draw(self, context):
layout = self.layout
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
rd = context.scene.render
layout.template_image_views(rd.image_settings)
class RENDER_PT_output_color_management(RenderOutputButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_output"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
scene = context.scene
image_settings = scene.render.image_settings
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.row().prop(image_settings, "color_management", text=" ", expand=True)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
if image_settings.color_management == 'OVERRIDE':
owner = image_settings
else:
owner = scene
flow.enabled = False
col = flow.column()
if image_settings.has_linear_colorspace:
if hasattr(owner, "linear_colorspace_settings"):
col.prop(owner.linear_colorspace_settings, "name", text="Color Space")
else:
col.prop(owner.display_settings, "display_device")
col.separator()
col.template_colormanaged_view_settings(owner, "view_settings")
class RENDER_PT_encoding(RenderOutputButtonsPanel, Panel):
bl_label = "Encoding"
bl_parent_id = "RENDER_PT_output"
bl_options = {'DEFAULT_CLOSED'}
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header_preset(self, _context):
RENDER_PT_ffmpeg_presets.draw_panel_header(self.layout)
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.prop(rd.ffmpeg, "format")
layout.prop(ffmpeg, "use_autosplit")
class RENDER_PT_encoding_video(RenderOutputButtonsPanel, Panel):
bl_label = "Video"
bl_parent_id = "RENDER_PT_encoding"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
self.draw_vcodec(context)
def draw_vcodec(self, context):
"""Video codec options."""
layout = self.layout
ffmpeg = context.scene.render.ffmpeg
Video rendering: FFMpeg AV1 codec encoding support Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-21 20:10:17 -06:00
needs_codec = ffmpeg.format in {
'AVI',
'QUICKTIME',
'MKV',
'OGG',
'MPEG4',
'WEBM',
Video rendering: FFMpeg AV1 codec encoding support Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-21 20:10:17 -06:00
}
if needs_codec:
layout.prop(ffmpeg, "codec")
if needs_codec and ffmpeg.codec == 'NONE':
return
2019-06-22 11:08:12 +10:00
if ffmpeg.codec == 'DNXHD':
layout.prop(ffmpeg, "use_lossless_output")
# Output quality
Video rendering: FFMpeg AV1 codec encoding support Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-21 20:10:17 -06:00
use_crf = needs_codec and ffmpeg.codec in {
'H264',
'MPEG4',
'WEBM',
'AV1',
Video rendering: FFMpeg AV1 codec encoding support Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-21 20:10:17 -06:00
}
if use_crf:
layout.prop(ffmpeg, "constant_rate_factor")
# Encoding speed
layout.prop(ffmpeg, "ffmpeg_preset")
# I-frames
layout.prop(ffmpeg, "gopsize")
# B-Frames
row = layout.row(align=True, heading="Max B-frames")
row.prop(ffmpeg, "use_max_b_frames", text="")
sub = row.row(align=True)
sub.active = ffmpeg.use_max_b_frames
sub.prop(ffmpeg, "max_b_frames", text="")
if not use_crf or ffmpeg.constant_rate_factor == 'NONE':
col = layout.column()
sub = col.column(align=True)
sub.prop(ffmpeg, "video_bitrate")
sub.prop(ffmpeg, "minrate", text="Minimum")
sub.prop(ffmpeg, "maxrate", text="Maximum")
col.prop(ffmpeg, "buffersize", text="Buffer")
col.separator()
col.prop(ffmpeg, "muxrate", text="Mux Rate")
col.prop(ffmpeg, "packetsize", text="Mux Packet Size")
class RENDER_PT_encoding_audio(RenderOutputButtonsPanel, Panel):
bl_label = "Audio"
bl_parent_id = "RENDER_PT_encoding"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
rd = context.scene.render
ffmpeg = rd.ffmpeg
if ffmpeg.format != 'MP3':
layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
if ffmpeg.audio_codec != 'NONE':
layout.prop(ffmpeg, "audio_channels")
layout.prop(ffmpeg, "audio_mixrate", text="Sample Rate")
layout.prop(ffmpeg, "audio_bitrate")
layout.prop(ffmpeg, "audio_volume", slider=True)
class RENDER_UL_renderviews(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, index):
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {"left", "right"}:
layout.label(text=view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon + (not view.use))
class RENDER_PT_stereoscopy(RenderOutputButtonsPanel, Panel):
bl_label = "Stereoscopy"
2023-01-24 17:58:58 +01:00
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
layout.row().prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.use_property_split = True
row.use_property_decorate = False
row.prop(rv, "file_suffix")
else:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ADD', text="")
col.operator("scene.render_view_remove", icon='REMOVE', text="")
row = layout.row()
row.use_property_split = True
row.use_property_decorate = False
row.prop(rv, "camera_suffix")
classes = (
RENDER_PT_format_presets,
RENDER_PT_ffmpeg_presets,
RENDER_MT_framerate_presets,
RENDER_PT_format,
RENDER_PT_frame_range,
RENDER_PT_time_stretching,
RENDER_PT_stereoscopy,
RENDER_PT_output,
RENDER_PT_output_views,
RENDER_PT_output_color_management,
RENDER_PT_encoding,
RENDER_PT_encoding_video,
RENDER_PT_encoding_audio,
RENDER_PT_stamp,
RENDER_PT_stamp_note,
RENDER_PT_stamp_burn,
RENDER_UL_renderviews,
2018-11-02 02:21:35 +01:00
RENDER_PT_post_processing,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)