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test2/scripts/startup/bl_ui/properties_world.py

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# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
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class WorldButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
'BLENDER_RENDER',
'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
world = context.world
space = context.space_data
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if scene:
layout.template_ID(scene, "world", new="world.new")
elif world:
layout.template_ID(space, "pin_id")
class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
world = context.world
col = layout.column(align=True)
col.prop(world.mist_settings, "start")
col.prop(world.mist_settings, "depth")
col = layout.column()
col.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
_context_path = "world"
_property_type = bpy.types.World
class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
bl_label = "Surface"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
layout.prop(world, "use_nodes", icon='NODETREE')
layout.separator()
layout.use_property_split = True
if world.use_nodes:
ntree = world.node_tree
node = ntree.get_output_node('EEVEE')
if node:
input = find_node_input(node, "Surface")
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
else:
layout.prop(world, "color")
class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel):
bl_label = "Volume"
bl_translation_context = i18n_contexts.id_id
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
world = context.world
return world and world.use_nodes and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
ntree = world.node_tree
node = ntree.get_output_node('EEVEE')
layout.use_property_split = True
if world.use_eevee_finite_volume:
layout.operator("world.convert_volume_to_mesh", icon='WORLD', text="Convert Volume")
if node:
input = find_node_input(node, "Volume")
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
EEVEE-Next: Sunlight Extraction Sun extraction convert part of light comming from the world to a sun light which increases the quality of the rendering. The goal of this feature is to workaround the limitation of the storage techniques used for environment lighting inside EEVEE. This first implementation works by clamping the world lighting and summing the excess lighting and (and its incomming directions) to deduce the sun position. All the lighting is then transfered into this light power. The sun angle is computed based on the directionnality of the excess lighting, the more divergent the excess lighting is, the bigger the angle. This has a few benefits: - It's stable and behave well under animation. This is because we average a lot of data. - It's fast as it can be done inside the remap shader in one pass. - It requires only one parameter, the clamp threshold. However, it has some issue: - It modifies the lighting as we change the incomming direction for excess lighting away from the chosen sun direction. This could be fixed by masking only lighting around the chosen sun direction (requires 2 passes, slower). - Given that this only average the direction, it behaves poorly if there two opposite bright light sources (it puts the sun in the middle). This could be fixed by extracting more suns, but that becomes more complex and requires even more passes. - It looks bad if the summed lighting is not supposed to be a perfect disk in specular reflections or if the sources are too divergent as the disk is too big and the approximation fails short. This could be mitigated by adding an upper bound to the sun radius. For now we workaround this issue by exposing the sun angle parameter in the UI. A more precise algorithm can be implemented in the future to avoid having to deal with these limitations. A possibility is to use importance sampling to randomize sun position. But that would be only for final render. Pull Request: https://projects.blender.org/blender/blender/pulls/121455
2024-05-14 16:36:12 +02:00
class EEVEE_WORLD_PT_settings(WorldButtonsPanel, Panel):
bl_label = "Settings"
Eevee-next: Reflection Probe Packing All probes (including the world background probe) are stored in a single texture. Each probe can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options are (2048x2048, 1024x1024, 512x512, etc). Each probe can be stored in their own resolution and can be set by the user. > NOTE: Eventually we would like to add automatic resolution selection. The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of layers depends on the actual needed layers. If more layers are needed the texture will be recreated. This can happen when a new reflection probe is added, or an existing reflection probe is made visible to the scene or its resolution is changed. ### Octahedral mapping Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`. The regular octahedral mapping has been extended to fix leakages at the edges of the texture and to be able to be used on an atlas texture and by sampling the texture once. To reduce sampling cost and improve the quality we add an border around the octahedral map and extend the octahedral coordinates. This also allows us to generate lower resolution mipmaps of the atlas texture using 2x2 box filtering from a higher resolution. ### Subdivisions and areas Probes data are stored besides the texture. The data is used to find out where the probe is stored in the texture. It is also used to find free space to store new probes. This approach ensures that we can be flexible at storing probes with different resolutions on the same layer. Lets see an example how that works Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a given subdivision level and mark areas that are covered by probes. When finding a free spot it returns the first empty area. **Notes** * Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps. This will be done as part of the light probe baking change. Pull Request: https://projects.blender.org/blender/blender/pulls/109688
2023-07-07 15:37:26 +02:00
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
engine = context.engine
world = context.world
return world and (engine in cls.COMPAT_ENGINES)
EEVEE-Next: Sunlight Extraction Sun extraction convert part of light comming from the world to a sun light which increases the quality of the rendering. The goal of this feature is to workaround the limitation of the storage techniques used for environment lighting inside EEVEE. This first implementation works by clamping the world lighting and summing the excess lighting and (and its incomming directions) to deduce the sun position. All the lighting is then transfered into this light power. The sun angle is computed based on the directionnality of the excess lighting, the more divergent the excess lighting is, the bigger the angle. This has a few benefits: - It's stable and behave well under animation. This is because we average a lot of data. - It's fast as it can be done inside the remap shader in one pass. - It requires only one parameter, the clamp threshold. However, it has some issue: - It modifies the lighting as we change the incomming direction for excess lighting away from the chosen sun direction. This could be fixed by masking only lighting around the chosen sun direction (requires 2 passes, slower). - Given that this only average the direction, it behaves poorly if there two opposite bright light sources (it puts the sun in the middle). This could be fixed by extracting more suns, but that becomes more complex and requires even more passes. - It looks bad if the summed lighting is not supposed to be a perfect disk in specular reflections or if the sources are too divergent as the disk is too big and the approximation fails short. This could be mitigated by adding an upper bound to the sun radius. For now we workaround this issue by exposing the sun angle parameter in the UI. A more precise algorithm can be implemented in the future to avoid having to deal with these limitations. A possibility is to use importance sampling to randomize sun position. But that would be only for final render. Pull Request: https://projects.blender.org/blender/blender/pulls/121455
2024-05-14 16:36:12 +02:00
def draw(self, context):
pass
class EEVEE_WORLD_PT_lightprobe(WorldButtonsPanel, Panel):
bl_label = "Light Probe"
bl_parent_id = "EEVEE_WORLD_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
world = context.world
layout.use_property_split = True
layout.prop(world, "probe_resolution", text="Resolution")
class EEVEE_WORLD_PT_sun(WorldButtonsPanel, Panel):
bl_label = "Sun"
bl_parent_id = "EEVEE_WORLD_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
world = context.world
layout.use_property_split = True
layout.prop(world, "sun_threshold", text="Threshold")
layout.prop(world, "sun_angle", text="Angle")
class EEVEE_WORLD_PT_sun_shadow(WorldButtonsPanel, Panel):
bl_label = "Shadow"
bl_parent_id = "EEVEE_WORLD_PT_sun"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw_header(self, context):
world = context.world
self.layout.prop(world, "use_sun_shadow", text="")
Eevee-next: Reflection Probe Packing All probes (including the world background probe) are stored in a single texture. Each probe can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options are (2048x2048, 1024x1024, 512x512, etc). Each probe can be stored in their own resolution and can be set by the user. > NOTE: Eventually we would like to add automatic resolution selection. The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of layers depends on the actual needed layers. If more layers are needed the texture will be recreated. This can happen when a new reflection probe is added, or an existing reflection probe is made visible to the scene or its resolution is changed. ### Octahedral mapping Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`. The regular octahedral mapping has been extended to fix leakages at the edges of the texture and to be able to be used on an atlas texture and by sampling the texture once. To reduce sampling cost and improve the quality we add an border around the octahedral map and extend the octahedral coordinates. This also allows us to generate lower resolution mipmaps of the atlas texture using 2x2 box filtering from a higher resolution. ### Subdivisions and areas Probes data are stored besides the texture. The data is used to find out where the probe is stored in the texture. It is also used to find free space to store new probes. This approach ensures that we can be flexible at storing probes with different resolutions on the same layer. Lets see an example how that works Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a given subdivision level and mark areas that are covered by probes. When finding a free spot it returns the first empty area. **Notes** * Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps. This will be done as part of the light probe baking change. Pull Request: https://projects.blender.org/blender/blender/pulls/109688
2023-07-07 15:37:26 +02:00
def draw(self, context):
layout = self.layout
layout.use_property_split = True
Eevee-next: Reflection Probe Packing All probes (including the world background probe) are stored in a single texture. Each probe can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options are (2048x2048, 1024x1024, 512x512, etc). Each probe can be stored in their own resolution and can be set by the user. > NOTE: Eventually we would like to add automatic resolution selection. The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of layers depends on the actual needed layers. If more layers are needed the texture will be recreated. This can happen when a new reflection probe is added, or an existing reflection probe is made visible to the scene or its resolution is changed. ### Octahedral mapping Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`. The regular octahedral mapping has been extended to fix leakages at the edges of the texture and to be able to be used on an atlas texture and by sampling the texture once. To reduce sampling cost and improve the quality we add an border around the octahedral map and extend the octahedral coordinates. This also allows us to generate lower resolution mipmaps of the atlas texture using 2x2 box filtering from a higher resolution. ### Subdivisions and areas Probes data are stored besides the texture. The data is used to find out where the probe is stored in the texture. It is also used to find free space to store new probes. This approach ensures that we can be flexible at storing probes with different resolutions on the same layer. Lets see an example how that works Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a given subdivision level and mark areas that are covered by probes. When finding a free spot it returns the first empty area. **Notes** * Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps. This will be done as part of the light probe baking change. Pull Request: https://projects.blender.org/blender/blender/pulls/109688
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world = context.world
col = layout.column(align=False, heading="Jitter")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(world, "use_sun_shadow_jitter", text="")
sub = sub.row(align=True)
sub.active = world.use_sun_shadow_jitter
sub.prop(world, "sun_shadow_jitter_overblur", text="Overblur")
col.separator()
col = layout.column()
col.prop(world, "sun_shadow_filter_radius", text="Filter")
col.prop(world, "sun_shadow_maximum_resolution", text="Resolution Limit")
Eevee-next: Reflection Probe Packing All probes (including the world background probe) are stored in a single texture. Each probe can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options are (2048x2048, 1024x1024, 512x512, etc). Each probe can be stored in their own resolution and can be set by the user. > NOTE: Eventually we would like to add automatic resolution selection. The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of layers depends on the actual needed layers. If more layers are needed the texture will be recreated. This can happen when a new reflection probe is added, or an existing reflection probe is made visible to the scene or its resolution is changed. ### Octahedral mapping Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`. The regular octahedral mapping has been extended to fix leakages at the edges of the texture and to be able to be used on an atlas texture and by sampling the texture once. To reduce sampling cost and improve the quality we add an border around the octahedral map and extend the octahedral coordinates. This also allows us to generate lower resolution mipmaps of the atlas texture using 2x2 box filtering from a higher resolution. ### Subdivisions and areas Probes data are stored besides the texture. The data is used to find out where the probe is stored in the texture. It is also used to find free space to store new probes. This approach ensures that we can be flexible at storing probes with different resolutions on the same layer. Lets see an example how that works Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a given subdivision level and mark areas that are covered by probes. When finding a free spot it returns the first empty area. **Notes** * Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps. This will be done as part of the light probe baking change. Pull Request: https://projects.blender.org/blender/blender/pulls/109688
2023-07-07 15:37:26 +02:00
class WORLD_PT_viewport_display(WorldButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
return context.world
def draw(self, context):
layout = self.layout
layout.use_property_split = True
world = context.world
layout.prop(world, "color")
classes = (
WORLD_PT_context_world,
EEVEE_WORLD_PT_surface,
EEVEE_WORLD_PT_volume,
EEVEE_WORLD_PT_mist,
EEVEE-Next: Sunlight Extraction Sun extraction convert part of light comming from the world to a sun light which increases the quality of the rendering. The goal of this feature is to workaround the limitation of the storage techniques used for environment lighting inside EEVEE. This first implementation works by clamping the world lighting and summing the excess lighting and (and its incomming directions) to deduce the sun position. All the lighting is then transfered into this light power. The sun angle is computed based on the directionnality of the excess lighting, the more divergent the excess lighting is, the bigger the angle. This has a few benefits: - It's stable and behave well under animation. This is because we average a lot of data. - It's fast as it can be done inside the remap shader in one pass. - It requires only one parameter, the clamp threshold. However, it has some issue: - It modifies the lighting as we change the incomming direction for excess lighting away from the chosen sun direction. This could be fixed by masking only lighting around the chosen sun direction (requires 2 passes, slower). - Given that this only average the direction, it behaves poorly if there two opposite bright light sources (it puts the sun in the middle). This could be fixed by extracting more suns, but that becomes more complex and requires even more passes. - It looks bad if the summed lighting is not supposed to be a perfect disk in specular reflections or if the sources are too divergent as the disk is too big and the approximation fails short. This could be mitigated by adding an upper bound to the sun radius. For now we workaround this issue by exposing the sun angle parameter in the UI. A more precise algorithm can be implemented in the future to avoid having to deal with these limitations. A possibility is to use importance sampling to randomize sun position. But that would be only for final render. Pull Request: https://projects.blender.org/blender/blender/pulls/121455
2024-05-14 16:36:12 +02:00
EEVEE_WORLD_PT_settings,
EEVEE_WORLD_PT_lightprobe,
EEVEE_WORLD_PT_sun,
EEVEE_WORLD_PT_sun_shadow,
WORLD_PT_viewport_display,
WORLD_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)