Cycles: use fields for property definitions

This commit is contained in:
Campbell Barton
2018-08-28 13:16:04 +10:00
parent d3a72033f6
commit 268cdb503f

View File

@@ -26,6 +26,8 @@ from bpy.props import (
StringProperty,
)
from math import pi
# enums
import _cycles
@@ -155,6 +157,574 @@ enum_texture_limit = (
class CyclesRenderSettings(bpy.types.PropertyGroup):
device: EnumProperty(
name="Device",
description="Device to use for rendering",
items=enum_devices,
default='CPU',
)
feature_set: EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enum_feature_set,
default='SUPPORTED',
)
shading_system: BoolProperty(
name="Open Shading Language",
description="Use Open Shading Language (CPU rendering only)",
)
progressive: EnumProperty(
name="Integrator",
description="Method to sample lights and materials",
items=enum_integrator,
default='PATH',
)
use_square_samples: BoolProperty(
name="Square Samples",
description="Square sampling values for easier artist control",
default=False,
)
samples: IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=2147483647,
default=128,
)
preview_samples: IntProperty(
name="Preview Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=2147483647,
default=32,
)
preview_pause: BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
default=False,
)
aa_samples: IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render for each pixel",
min=1, max=2097151,
default=128,
)
preview_aa_samples: IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render in the viewport, unlimited if 0",
min=0, max=2097151,
default=32,
)
diffuse_samples: IntProperty(
name="Diffuse Samples",
description="Number of diffuse bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
glossy_samples: IntProperty(
name="Glossy Samples",
description="Number of glossy bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
transmission_samples: IntProperty(
name="Transmission Samples",
description="Number of transmission bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
ao_samples: IntProperty(
name="Ambient Occlusion Samples",
description="Number of ambient occlusion samples to render for each AA sample",
min=1, max=1024,
default=1,
)
mesh_light_samples: IntProperty(
name="Mesh Light Samples",
description="Number of mesh emission light samples to render for each AA sample",
min=1, max=1024,
default=1,
)
subsurface_samples: IntProperty(
name="Subsurface Samples",
description="Number of subsurface scattering samples to render for each AA sample",
min=1, max=1024,
default=1,
)
volume_samples: IntProperty(
name="Volume Samples",
description="Number of volume scattering samples to render for each AA sample",
min=1, max=1024,
default=1,
)
sampling_pattern: EnumProperty(
name="Sampling Pattern",
description="Random sampling pattern used by the integrator",
items=enum_sampling_pattern,
default='SOBOL',
)
use_layer_samples: EnumProperty(
name="Layer Samples",
description="How to use per render layer sample settings",
items=enum_use_layer_samples,
default='USE',
)
sample_all_lights_direct: BoolProperty(
name="Sample All Direct Lights",
description="Sample all lights (for direct samples), rather than randomly picking one",
default=True,
)
sample_all_lights_indirect: BoolProperty(
name="Sample All Indirect Lights",
description="Sample all lights (for indirect samples), rather than randomly picking one",
default=True,
)
light_sampling_threshold: FloatProperty(
name="Light Sampling Threshold",
description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). "
"Zero disables the test and never ignores lights",
min=0.0, max=1.0,
default=0.01,
)
caustics_reflective: BoolProperty(
name="Reflective Caustics",
description="Use reflective caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
caustics_refractive: BoolProperty(
name="Refractive Caustics",
description="Use refractive caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
blur_glossy: FloatProperty(
name="Filter Glossy",
description="Adaptively blur glossy shaders after blurry bounces, "
"to reduce noise at the cost of accuracy",
min=0.0, max=10.0,
default=1.0,
)
max_bounces: IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
min=0, max=1024,
default=12,
)
diffuse_bounces: IntProperty(
name="Diffuse Bounces",
description="Maximum number of diffuse reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
glossy_bounces: IntProperty(
name="Glossy Bounces",
description="Maximum number of glossy reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
transmission_bounces: IntProperty(
name="Transmission Bounces",
description="Maximum number of transmission bounces, bounded by total maximum",
min=0, max=1024,
default=12,
)
volume_bounces: IntProperty(
name="Volume Bounces",
description="Maximum number of volumetric scattering events",
min=0, max=1024,
default=0,
)
transparent_max_bounces: IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
min=0, max=1024,
default=8,
)
volume_step_size: FloatProperty(
name="Step Size",
description="Distance between volume shader samples when rendering the volume "
"(lower values give more accurate and detailed results, but also increased render time)",
default=0.1,
min=0.0000001, max=100000.0, soft_min=0.01, soft_max=1.0, precision=4
)
volume_max_steps: IntProperty(
name="Max Steps",
description="Maximum number of steps through the volume before giving up, "
"to avoid extremely long render times with big objects or small step sizes",
default=1024,
min=2, max=65536
)
dicing_rate: FloatProperty(
name="Dicing Rate",
description="Size of a micropolygon in pixels",
min=0.1, max=1000.0, soft_min=0.5,
default=1.0,
subtype="PIXEL"
)
preview_dicing_rate: FloatProperty(
name="Preview Dicing Rate",
description="Size of a micropolygon in pixels during preview render",
min=0.1, max=1000.0, soft_min=0.5,
default=8.0,
subtype="PIXEL"
)
max_subdivisions: IntProperty(
name="Max Subdivisions",
description="Stop subdividing when this level is reached even if the dice rate would produce finer tessellation",
min=0, max=16,
default=12,
)
dicing_camera: PointerProperty(
name="Dicing Camera",
description="Camera to use as reference point when subdividing geometry, useful to avoid crawling "
"artifacts in animations when the scene camera is moving",
type=bpy.types.Object,
poll=lambda self, obj: obj.type == 'CAMERA',
)
offscreen_dicing_scale: FloatProperty(
name="Offscreen Dicing Scale",
description="Multiplier for dicing rate of geometry outside of the camera view. The dicing rate "
"of objects is gradually increased the further they are outside the camera view. "
"Lower values provide higher quality reflections and shadows for off screen objects, "
"while higher values use less memory",
min=1.0, soft_max=25.0,
default=4.0,
)
film_exposure: FloatProperty(
name="Exposure",
description="Image brightness scale",
min=0.0, max=10.0,
default=1.0,
)
film_transparent: BoolProperty(
name="Transparent",
description="World background is transparent, for compositing the render over another background",
default=False,
)
film_transparent_glass: BoolProperty(
name="Transparent Glass",
description="Render transmissive surfaces as transparent, for compositing glass over another background",
default=False,
)
film_transparent_roughness: FloatProperty(
name="Transparent Roughness Threshold",
description="For transparent transmission, keep surfaces with roughness above the threshold opaque",
min=0.0, max=1.0,
default=0.1,
)
# Really annoyingly, we have to keep it around for a few releases,
# otherwise forward compatibility breaks in really bad manner: CRASH!
#
# TODO(sergey): Remove this during 2.8x series of Blender.
filter_type: EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enum_filter_types,
default='BLACKMAN_HARRIS',
)
pixel_filter_type: EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enum_filter_types,
default='BLACKMAN_HARRIS',
)
filter_width: FloatProperty(
name="Filter Width",
description="Pixel filter width",
min=0.01, max=10.0,
default=1.5,
)
seed: IntProperty(
name="Seed",
description="Seed value for integrator to get different noise patterns",
min=0, max=2147483647,
default=0,
)
use_animated_seed: BoolProperty(
name="Use Animated Seed",
description="Use different seed values (and hence noise patterns) at different frames",
default=False,
)
sample_clamp_direct: FloatProperty(
name="Clamp Direct",
description="If non-zero, the maximum value for a direct sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=0.0,
)
sample_clamp_indirect: FloatProperty(
name="Clamp Indirect",
description="If non-zero, the maximum value for an indirect sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=10.0,
)
debug_tile_size: IntProperty(
name="Tile Size",
description="",
min=1, max=4096,
default=1024,
)
preview_start_resolution: IntProperty(
name="Start Resolution",
description="Resolution to start rendering preview at, "
"progressively increasing it to the full viewport size",
min=8, max=16384,
default=64,
)
debug_reset_timeout: FloatProperty(
name="Reset timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
debug_cancel_timeout: FloatProperty(
name="Cancel timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
debug_text_timeout: FloatProperty(
name="Text timeout",
description="",
min=0.01, max=10.0,
default=1.0,
)
debug_bvh_type: EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
items=enum_bvh_types,
default='DYNAMIC_BVH',
)
debug_use_spatial_splits: BoolProperty(
name="Use Spatial Splits",
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
debug_use_hair_bvh: BoolProperty(
name="Use Hair BVH",
description="Use special type BVH optimized for hair (uses more ram but renders faster)",
default=True,
)
debug_bvh_time_steps: IntProperty(
name="BVH Time Steps",
description="Split BVH primitives by this number of time steps to speed up render time in cost of memory",
default=0,
min=0, max=16,
)
tile_order: EnumProperty(
name="Tile Order",
description="Tile order for rendering",
items=enum_tile_order,
default='HILBERT_SPIRAL',
options=set(), # Not animatable!
)
use_progressive_refine: BoolProperty(
name="Progressive Refine",
description="Instead of rendering each tile until it is finished, "
"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)",
default=False,
)
bake_type: EnumProperty(
name="Bake Type",
default='COMBINED',
description="Type of pass to bake",
items=(
('COMBINED', "Combined", ""),
('AO', "Ambient Occlusion", ""),
('SHADOW', "Shadow", ""),
('NORMAL', "Normal", ""),
('UV', "UV", ""),
('ROUGHNESS', "Roughness", ""),
('EMIT', "Emit", ""),
('ENVIRONMENT', "Environment", ""),
('DIFFUSE', "Diffuse", ""),
('GLOSSY', "Glossy", ""),
('TRANSMISSION', "Transmission", ""),
('SUBSURFACE', "Subsurface", ""),
),
)
use_camera_cull: BoolProperty(
name="Use Camera Cull",
description="Allow objects to be culled based on the camera frustum",
default=False,
)
camera_cull_margin: FloatProperty(
name="Camera Cull Margin",
description="Margin for the camera space culling",
default=0.1,
min=0.0, max=5.0
)
use_distance_cull: BoolProperty(
name="Use Distance Cull",
description="Allow objects to be culled based on the distance from camera",
default=False,
)
distance_cull_margin: FloatProperty(
name="Cull Distance",
description="Cull objects which are further away from camera than this distance",
default=50,
min=0.0
)
motion_blur_position: EnumProperty(
name="Motion Blur Position",
default='CENTER',
description="Offset for the shutter's time interval, allows to change the motion blur trails",
items=(
('START', "Start on Frame", "The shutter opens at the current frame"),
('CENTER', "Center on Frame", "The shutter is open during the current frame"),
('END', "End on Frame", "The shutter closes at the current frame"),
),
)
rolling_shutter_type: EnumProperty(
name="Shutter Type",
default='NONE',
description="Type of rolling shutter effect matching CMOS-based cameras",
items=(
('NONE', "None", "No rolling shutter effect used"),
('TOP', "Top-Bottom", "Sensor is being scanned from top to bottom")
# TODO(seergey): Are there real cameras with different scanning direction?
),
)
rolling_shutter_duration: FloatProperty(
name="Rolling Shutter Duration",
description="Scanline \"exposure\" time for the rolling shutter effect",
default=0.1,
min=0.0, max=1.0,
)
texture_limit: EnumProperty(
name="Viewport Texture Limit",
default='OFF',
description="Limit texture size used by viewport rendering",
items=enum_texture_limit
)
texture_limit_render: EnumProperty(
name="Render Texture Limit",
default='OFF',
description="Limit texture size used by final rendering",
items=enum_texture_limit
)
ao_bounces: IntProperty(
name="AO Bounces",
default=0,
description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature",
min=0, max=1024,
)
ao_bounces_render: IntProperty(
name="AO Bounces Render",
default=0,
description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature",
min=0, max=1024,
)
# Various fine-tuning debug flags
def _devices_update_callback(self, context):
import _cycles
scene = context.scene.as_pointer()
return _cycles.debug_flags_update(scene)
debug_use_cpu_avx2: BoolProperty(name="AVX2", default=True)
debug_use_cpu_avx: BoolProperty(name="AVX", default=True)
debug_use_cpu_sse41: BoolProperty(name="SSE41", default=True)
debug_use_cpu_sse3: BoolProperty(name="SSE3", default=True)
debug_use_cpu_sse2: BoolProperty(name="SSE2", default=True)
debug_bvh_layout: EnumProperty(
name="BVH Layout",
items=enum_bvh_layouts,
default='BVH4',
)
debug_use_cpu_split_kernel: BoolProperty(name="Split Kernel", default=False)
debug_use_cuda_adaptive_compile: BoolProperty(name="Adaptive Compile", default=False)
debug_use_cuda_split_kernel: BoolProperty(name="Split Kernel", default=False)
debug_opencl_kernel_type: EnumProperty(
name="OpenCL Kernel Type",
default='DEFAULT',
items=(
('DEFAULT', "Default", ""),
('MEGA', "Mega", ""),
('SPLIT', "Split", ""),
),
update=_devices_update_callback
)
debug_opencl_device_type: EnumProperty(
name="OpenCL Device Type",
default='ALL',
items=(
('NONE', "None", ""),
('ALL', "All", ""),
('DEFAULT', "Default", ""),
('CPU', "CPU", ""),
('GPU', "GPU", ""),
('ACCELERATOR', "Accelerator", ""),
),
update=_devices_update_callback
)
debug_opencl_kernel_single_program: BoolProperty(
name="Single Program",
default=True,
update=_devices_update_callback,
)
del _devices_update_callback
debug_use_opencl_debug: BoolProperty(name="Debug OpenCL", default=False)
debug_opencl_mem_limit: IntProperty(
name="Memory limit",
default=0,
description="Artificial limit on OpenCL memory usage in MB (0 to disable limit)"
)
@classmethod
def register(cls):
bpy.types.Scene.cycles = PointerProperty(
@@ -162,568 +732,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Cycles render settings",
type=cls,
)
cls.device = EnumProperty(
name="Device",
description="Device to use for rendering",
items=enum_devices,
default='CPU',
)
cls.feature_set = EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enum_feature_set,
default='SUPPORTED',
)
cls.shading_system = BoolProperty(
name="Open Shading Language",
description="Use Open Shading Language (CPU rendering only)",
)
cls.progressive = EnumProperty(
name="Integrator",
description="Method to sample lights and materials",
items=enum_integrator,
default='PATH',
)
cls.use_square_samples = BoolProperty(
name="Square Samples",
description="Square sampling values for easier artist control",
default=False,
)
cls.samples = IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=2147483647,
default=128,
)
cls.preview_samples = IntProperty(
name="Preview Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=2147483647,
default=32,
)
cls.preview_pause = BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
default=False,
)
cls.aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render for each pixel",
min=1, max=2097151,
default=128,
)
cls.preview_aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render in the viewport, unlimited if 0",
min=0, max=2097151,
default=32,
)
cls.diffuse_samples = IntProperty(
name="Diffuse Samples",
description="Number of diffuse bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.glossy_samples = IntProperty(
name="Glossy Samples",
description="Number of glossy bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.transmission_samples = IntProperty(
name="Transmission Samples",
description="Number of transmission bounce samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.ao_samples = IntProperty(
name="Ambient Occlusion Samples",
description="Number of ambient occlusion samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.mesh_light_samples = IntProperty(
name="Mesh Light Samples",
description="Number of mesh emission light samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.subsurface_samples = IntProperty(
name="Subsurface Samples",
description="Number of subsurface scattering samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.volume_samples = IntProperty(
name="Volume Samples",
description="Number of volume scattering samples to render for each AA sample",
min=1, max=1024,
default=1,
)
cls.sampling_pattern = EnumProperty(
name="Sampling Pattern",
description="Random sampling pattern used by the integrator",
items=enum_sampling_pattern,
default='SOBOL',
)
cls.use_layer_samples = EnumProperty(
name="Layer Samples",
description="How to use per render layer sample settings",
items=enum_use_layer_samples,
default='USE',
)
cls.sample_all_lights_direct = BoolProperty(
name="Sample All Direct Lights",
description="Sample all lights (for direct samples), rather than randomly picking one",
default=True,
)
cls.sample_all_lights_indirect = BoolProperty(
name="Sample All Indirect Lights",
description="Sample all lights (for indirect samples), rather than randomly picking one",
default=True,
)
cls.light_sampling_threshold = FloatProperty(
name="Light Sampling Threshold",
description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). "
"Zero disables the test and never ignores lights",
min=0.0, max=1.0,
default=0.01,
)
cls.caustics_reflective = BoolProperty(
name="Reflective Caustics",
description="Use reflective caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
cls.caustics_refractive = BoolProperty(
name="Refractive Caustics",
description="Use refractive caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
cls.blur_glossy = FloatProperty(
name="Filter Glossy",
description="Adaptively blur glossy shaders after blurry bounces, "
"to reduce noise at the cost of accuracy",
min=0.0, max=10.0,
default=1.0,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
min=0, max=1024,
default=12,
)
cls.diffuse_bounces = IntProperty(
name="Diffuse Bounces",
description="Maximum number of diffuse reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
cls.glossy_bounces = IntProperty(
name="Glossy Bounces",
description="Maximum number of glossy reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
cls.transmission_bounces = IntProperty(
name="Transmission Bounces",
description="Maximum number of transmission bounces, bounded by total maximum",
min=0, max=1024,
default=12,
)
cls.volume_bounces = IntProperty(
name="Volume Bounces",
description="Maximum number of volumetric scattering events",
min=0, max=1024,
default=0,
)
cls.transparent_max_bounces = IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
min=0, max=1024,
default=8,
)
cls.volume_step_size = FloatProperty(
name="Step Size",
description="Distance between volume shader samples when rendering the volume "
"(lower values give more accurate and detailed results, but also increased render time)",
default=0.1,
min=0.0000001, max=100000.0, soft_min=0.01, soft_max=1.0, precision=4
)
cls.volume_max_steps = IntProperty(
name="Max Steps",
description="Maximum number of steps through the volume before giving up, "
"to avoid extremely long render times with big objects or small step sizes",
default=1024,
min=2, max=65536
)
cls.dicing_rate = FloatProperty(
name="Dicing Rate",
description="Size of a micropolygon in pixels",
min=0.1, max=1000.0, soft_min=0.5,
default=1.0,
subtype="PIXEL"
)
cls.preview_dicing_rate = FloatProperty(
name="Preview Dicing Rate",
description="Size of a micropolygon in pixels during preview render",
min=0.1, max=1000.0, soft_min=0.5,
default=8.0,
subtype="PIXEL"
)
cls.max_subdivisions = IntProperty(
name="Max Subdivisions",
description="Stop subdividing when this level is reached even if the dice rate would produce finer tessellation",
min=0, max=16,
default=12,
)
cls.dicing_camera = PointerProperty(
name="Dicing Camera",
description="Camera to use as reference point when subdividing geometry, useful to avoid crawling "
"artifacts in animations when the scene camera is moving",
type=bpy.types.Object,
poll=lambda self, obj: obj.type == 'CAMERA',
)
cls.offscreen_dicing_scale = FloatProperty(
name="Offscreen Dicing Scale",
description="Multiplier for dicing rate of geometry outside of the camera view. The dicing rate "
"of objects is gradually increased the further they are outside the camera view. "
"Lower values provide higher quality reflections and shadows for off screen objects, "
"while higher values use less memory",
min=1.0, soft_max=25.0,
default=4.0,
)
cls.film_exposure = FloatProperty(
name="Exposure",
description="Image brightness scale",
min=0.0, max=10.0,
default=1.0,
)
cls.film_transparent = BoolProperty(
name="Transparent",
description="World background is transparent, for compositing the render over another background",
default=False,
)
cls.film_transparent_glass = BoolProperty(
name="Transparent Glass",
description="Render transmissive surfaces as transparent, for compositing glass over another background",
default=False,
)
cls.film_transparent_roughness = FloatProperty(
name="Transparent Roughness Threshold",
description="For transparent transmission, keep surfaces with roughness above the threshold opaque",
min=0.0, max=1.0,
default=0.1,
)
# Really annoyingly, we have to keep it around for a few releases,
# otherwise forward compatibility breaks in really bad manner: CRASH!
#
# TODO(sergey): Remove this during 2.8x series of Blender.
cls.filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enum_filter_types,
default='BLACKMAN_HARRIS',
)
cls.pixel_filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enum_filter_types,
default='BLACKMAN_HARRIS',
)
cls.filter_width = FloatProperty(
name="Filter Width",
description="Pixel filter width",
min=0.01, max=10.0,
default=1.5,
)
cls.seed = IntProperty(
name="Seed",
description="Seed value for integrator to get different noise patterns",
min=0, max=2147483647,
default=0,
)
cls.use_animated_seed = BoolProperty(
name="Use Animated Seed",
description="Use different seed values (and hence noise patterns) at different frames",
default=False,
)
cls.sample_clamp_direct = FloatProperty(
name="Clamp Direct",
description="If non-zero, the maximum value for a direct sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=0.0,
)
cls.sample_clamp_indirect = FloatProperty(
name="Clamp Indirect",
description="If non-zero, the maximum value for an indirect sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=10.0,
)
cls.debug_tile_size = IntProperty(
name="Tile Size",
description="",
min=1, max=4096,
default=1024,
)
cls.preview_start_resolution = IntProperty(
name="Start Resolution",
description="Resolution to start rendering preview at, "
"progressively increasing it to the full viewport size",
min=8, max=16384,
default=64,
)
cls.debug_reset_timeout = FloatProperty(
name="Reset timeout",
description="",
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=enum_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.debug_use_hair_bvh = BoolProperty(
name="Use Hair BVH",
description="Use special type BVH optimized for hair (uses more ram but renders faster)",
default=True,
)
cls.debug_bvh_time_steps = IntProperty(
name="BVH Time Steps",
description="Split BVH primitives by this number of time steps to speed up render time in cost of memory",
default=0,
min=0, max=16,
)
cls.tile_order = EnumProperty(
name="Tile Order",
description="Tile order for rendering",
items=enum_tile_order,
default='HILBERT_SPIRAL',
options=set(), # Not animatable!
)
cls.use_progressive_refine = BoolProperty(
name="Progressive Refine",
description="Instead of rendering each tile until it is finished, "
"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)",
default=False,
)
cls.bake_type = EnumProperty(
name="Bake Type",
default='COMBINED',
description="Type of pass to bake",
items=(
('COMBINED', "Combined", ""),
('AO', "Ambient Occlusion", ""),
('SHADOW', "Shadow", ""),
('NORMAL', "Normal", ""),
('UV', "UV", ""),
('ROUGHNESS', "Roughness", ""),
('EMIT', "Emit", ""),
('ENVIRONMENT', "Environment", ""),
('DIFFUSE', "Diffuse", ""),
('GLOSSY', "Glossy", ""),
('TRANSMISSION', "Transmission", ""),
('SUBSURFACE', "Subsurface", ""),
),
)
cls.use_camera_cull = BoolProperty(
name="Use Camera Cull",
description="Allow objects to be culled based on the camera frustum",
default=False,
)
cls.camera_cull_margin = FloatProperty(
name="Camera Cull Margin",
description="Margin for the camera space culling",
default=0.1,
min=0.0, max=5.0
)
cls.use_distance_cull = BoolProperty(
name="Use Distance Cull",
description="Allow objects to be culled based on the distance from camera",
default=False,
)
cls.distance_cull_margin = FloatProperty(
name="Cull Distance",
description="Cull objects which are further away from camera than this distance",
default=50,
min=0.0
)
cls.motion_blur_position = EnumProperty(
name="Motion Blur Position",
default='CENTER',
description="Offset for the shutter's time interval, allows to change the motion blur trails",
items=(
('START', "Start on Frame", "The shutter opens at the current frame"),
('CENTER', "Center on Frame", "The shutter is open during the current frame"),
('END', "End on Frame", "The shutter closes at the current frame"),
),
)
cls.rolling_shutter_type = EnumProperty(
name="Shutter Type",
default='NONE',
description="Type of rolling shutter effect matching CMOS-based cameras",
items=(
('NONE', "None", "No rolling shutter effect used"),
('TOP', "Top-Bottom", "Sensor is being scanned from top to bottom")
# TODO(seergey): Are there real cameras with different scanning direction?
),
)
cls.rolling_shutter_duration = FloatProperty(
name="Rolling Shutter Duration",
description="Scanline \"exposure\" time for the rolling shutter effect",
default=0.1,
min=0.0, max=1.0,
)
cls.texture_limit = EnumProperty(
name="Viewport Texture Limit",
default='OFF',
description="Limit texture size used by viewport rendering",
items=enum_texture_limit
)
cls.texture_limit_render = EnumProperty(
name="Render Texture Limit",
default='OFF',
description="Limit texture size used by final rendering",
items=enum_texture_limit
)
cls.ao_bounces = IntProperty(
name="AO Bounces",
default=0,
description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature",
min=0, max=1024,
)
cls.ao_bounces_render = IntProperty(
name="AO Bounces Render",
default=0,
description="Approximate indirect light with background tinted ambient occlusion at the specified bounce, 0 disables this feature",
min=0, max=1024,
)
# Various fine-tuning debug flags
def devices_update_callback(self, context):
import _cycles
scene = context.scene.as_pointer()
return _cycles.debug_flags_update(scene)
cls.debug_use_cpu_avx2 = BoolProperty(name="AVX2", default=True)
cls.debug_use_cpu_avx = BoolProperty(name="AVX", default=True)
cls.debug_use_cpu_sse41 = BoolProperty(name="SSE41", default=True)
cls.debug_use_cpu_sse3 = BoolProperty(name="SSE3", default=True)
cls.debug_use_cpu_sse2 = BoolProperty(name="SSE2", default=True)
cls.debug_bvh_layout = EnumProperty(
name="BVH Layout",
items=enum_bvh_layouts,
default='BVH4',
)
cls.debug_use_cpu_split_kernel = BoolProperty(name="Split Kernel", default=False)
cls.debug_use_cuda_adaptive_compile = BoolProperty(name="Adaptive Compile", default=False)
cls.debug_use_cuda_split_kernel = BoolProperty(name="Split Kernel", default=False)
cls.debug_opencl_kernel_type = EnumProperty(
name="OpenCL Kernel Type",
default='DEFAULT',
items=(
('DEFAULT', "Default", ""),
('MEGA', "Mega", ""),
('SPLIT', "Split", ""),
),
update=devices_update_callback
)
cls.debug_opencl_device_type = EnumProperty(
name="OpenCL Device Type",
default='ALL',
items=(
('NONE', "None", ""),
('ALL', "All", ""),
('DEFAULT', "Default", ""),
('CPU', "CPU", ""),
('GPU', "GPU", ""),
('ACCELERATOR', "Accelerator", ""),
),
update=devices_update_callback
)
cls.debug_opencl_kernel_single_program = BoolProperty(
name="Single Program",
default=True,
update=devices_update_callback,
)
cls.debug_use_opencl_debug = BoolProperty(name="Debug OpenCL", default=False)
cls.debug_opencl_mem_limit = IntProperty(name="Memory limit", default=0,
description="Artificial limit on OpenCL memory usage in MB (0 to disable limit)")
@classmethod
def unregister(cls):
@@ -731,6 +739,98 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
class CyclesCameraSettings(bpy.types.PropertyGroup):
aperture_type: EnumProperty(
name="Aperture Type",
description="Use f-stop number or aperture radius",
items=enum_aperture_types,
default='RADIUS',
)
aperture_fstop: FloatProperty(
name="Aperture f-stop",
description="F-stop ratio (lower numbers give more defocus, higher numbers give a sharper image)",
min=0.0, soft_min=0.1, soft_max=64.0,
default=5.6,
step=10,
precision=1,
)
aperture_size: FloatProperty(
name="Aperture Size",
description="Radius of the aperture for depth of field (higher values give more defocus)",
min=0.0, soft_max=10.0,
default=0.0,
step=1,
precision=4,
subtype='DISTANCE',
)
aperture_blades: IntProperty(
name="Aperture Blades",
description="Number of blades in aperture for polygonal bokeh (at least 3)",
min=0, max=100,
default=0,
)
aperture_rotation: FloatProperty(
name="Aperture Rotation",
description="Rotation of blades in aperture",
soft_min=-pi, soft_max=pi,
subtype='ANGLE',
default=0,
)
aperture_ratio: FloatProperty(
name="Aperture Ratio",
description="Distortion to simulate anamorphic lens bokeh",
min=0.01, soft_min=1.0, soft_max=2.0,
default=1.0,
precision=4,
)
panorama_type: EnumProperty(
name="Panorama Type",
description="Distortion to use for the calculation",
items=enum_panorama_types,
default='FISHEYE_EQUISOLID',
)
fisheye_fov: FloatProperty(
name="Field of View",
description="Field of view for the fisheye lens",
min=0.1745, soft_max=2.0 * pi, max=10.0 * pi,
subtype='ANGLE',
default=pi,
)
fisheye_lens: FloatProperty(
name="Fisheye Lens",
description="Lens focal length (mm)",
min=0.01, soft_max=15.0, max=100.0,
default=10.5,
)
latitude_min: FloatProperty(
name="Min Latitude",
description="Minimum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * pi, max=0.5 * pi,
subtype='ANGLE',
default=-0.5 * pi,
)
latitude_max: FloatProperty(
name="Max Latitude",
description="Maximum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * pi, max=0.5 * pi,
subtype='ANGLE',
default=0.5 * pi,
)
longitude_min: FloatProperty(
name="Min Longitude",
description="Minimum longitude (horizontal angle) for the equirectangular lens",
min=-pi, max=pi,
subtype='ANGLE',
default=-pi,
)
longitude_max: FloatProperty(
name="Max Longitude",
description="Maximum longitude (horizontal angle) for the equirectangular lens",
min=-pi, max=pi,
subtype='ANGLE',
default=pi,
)
@classmethod
def register(cls):
import math
@@ -741,103 +841,53 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
type=cls,
)
cls.aperture_type = EnumProperty(
name="Aperture Type",
description="Use f-stop number or aperture radius",
items=enum_aperture_types,
default='RADIUS',
)
cls.aperture_fstop = FloatProperty(
name="Aperture f-stop",
description="F-stop ratio (lower numbers give more defocus, higher numbers give a sharper image)",
min=0.0, soft_min=0.1, soft_max=64.0,
default=5.6,
step=10,
precision=1,
)
cls.aperture_size = FloatProperty(
name="Aperture Size",
description="Radius of the aperture for depth of field (higher values give more defocus)",
min=0.0, soft_max=10.0,
default=0.0,
step=1,
precision=4,
subtype='DISTANCE',
)
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,
)
cls.aperture_ratio = FloatProperty(
name="Aperture Ratio",
description="Distortion to simulate anamorphic lens bokeh",
min=0.01, soft_min=1.0, soft_max=2.0,
default=1.0,
precision=4,
)
cls.panorama_type = EnumProperty(
name="Panorama Type",
description="Distortion to use for the calculation",
items=enum_panorama_types,
default='FISHEYE_EQUISOLID',
)
cls.fisheye_fov = FloatProperty(
name="Field of View",
description="Field of view for the fisheye lens",
min=0.1745, soft_max=2.0 * math.pi, max=10.0 * math.pi,
subtype='ANGLE',
default=math.pi,
)
cls.fisheye_lens = FloatProperty(
name="Fisheye Lens",
description="Lens focal length (mm)",
min=0.01, soft_max=15.0, max=100.0,
default=10.5,
)
cls.latitude_min = FloatProperty(
name="Min Latitude",
description="Minimum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * math.pi, max=0.5 * math.pi,
subtype='ANGLE',
default=-0.5 * math.pi,
)
cls.latitude_max = FloatProperty(
name="Max Latitude",
description="Maximum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * math.pi, max=0.5 * math.pi,
subtype='ANGLE',
default=0.5 * math.pi,
)
cls.longitude_min = FloatProperty(
name="Min Longitude",
description="Minimum longitude (horizontal angle) for the equirectangular lens",
min=-math.pi, max=math.pi,
subtype='ANGLE',
default=-math.pi,
)
cls.longitude_max = FloatProperty(
name="Max Longitude",
description="Maximum longitude (horizontal angle) for the equirectangular lens",
min=-math.pi, max=math.pi,
subtype='ANGLE',
default=math.pi,
)
@classmethod
def unregister(cls):
del bpy.types.Camera.cycles
class CyclesMaterialSettings(bpy.types.PropertyGroup):
sample_as_light: BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for this material, "
"disabling may reduce overall noise for large "
"objects that emit little light compared to other light sources",
default=True,
)
use_transparent_shadow: BoolProperty(
name="Transparent Shadows",
description="Use transparent shadows for this material if it contains a Transparent BSDF, "
"disabling will render faster but not give accurate shadows",
default=True,
)
homogeneous_volume: BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere "
"(not using any textures), for faster rendering",
default=False,
)
volume_sampling: EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='MULTIPLE_IMPORTANCE',
)
volume_interpolation: EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for smoke/fire volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
displacement_method: EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enum_displacement_methods,
default='DISPLACEMENT',
)
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(
@@ -845,45 +895,6 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
description="Cycles material settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for this material, "
"disabling may reduce overall noise for large "
"objects that emit little light compared to other light sources",
default=True,
)
cls.use_transparent_shadow = BoolProperty(
name="Transparent Shadows",
description="Use transparent shadows for this material if it contains a Transparent BSDF, "
"disabling will render faster but not give accurate shadows",
default=True,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere "
"(not using any textures), for faster rendering",
default=False,
)
cls.volume_sampling = EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='MULTIPLE_IMPORTANCE',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for smoke/fire volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
cls.displacement_method = EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enum_displacement_methods,
default='DISPLACEMENT',
)
@classmethod
def unregister(cls):
@@ -891,6 +902,37 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
class CyclesLightSettings(bpy.types.PropertyGroup):
cast_shadow: BoolProperty(
name="Cast Shadow",
description="Light casts shadows",
default=True,
)
samples: IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
max_bounces: IntProperty(
name="Max Bounces",
description="Maximum number of bounces the light will contribute to the render",
min=0, max=1024,
default=1024,
)
use_multiple_importance_sampling: BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the light, "
"reduces noise for area lights and sharp glossy materials",
default=True,
)
is_portal: BoolProperty(
name="Is Portal",
description="Use this area light to guide sampling of the background, "
"note that this will make the light invisible",
default=False,
)
@classmethod
def register(cls):
bpy.types.Light.cycles = PointerProperty(
@@ -898,35 +940,6 @@ class CyclesLightSettings(bpy.types.PropertyGroup):
description="Cycles light settings",
type=cls,
)
cls.cast_shadow = BoolProperty(
name="Cast Shadow",
description="Light casts shadows",
default=True,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Maximum number of bounces the light will contribute to the render",
min=0, max=1024,
default=1024,
)
cls.use_multiple_importance_sampling = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the light, "
"reduces noise for area lights and sharp glossy materials",
default=True,
)
cls.is_portal = BoolProperty(
name="Is Portal",
description="Use this area light to guide sampling of the background, "
"note that this will make the light invisible",
default=False,
)
@classmethod
def unregister(cls):
@@ -934,6 +947,51 @@ class CyclesLightSettings(bpy.types.PropertyGroup):
class CyclesWorldSettings(bpy.types.PropertyGroup):
sampling_method: EnumProperty(
name="Sampling method",
description="How to sample the background light",
items=enum_world_mis,
default='AUTOMATIC',
)
sample_map_resolution: IntProperty(
name="Map Resolution",
description="Importance map size is resolution x resolution/2; "
"higher values potentially produce less noise, at the cost of memory and speed",
min=4, max=8192,
default=1024,
)
samples: IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
max_bounces: IntProperty(
name="Max Bounces",
description="Maximum number of bounces the background light will contribute to the render",
min=0, max=1024,
default=1024,
)
homogeneous_volume: BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere"
"(not using any textures), for faster rendering",
default=False,
)
volume_sampling: EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='EQUIANGULAR',
)
volume_interpolation: EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@classmethod
def register(cls):
bpy.types.World.cycles = PointerProperty(
@@ -941,50 +999,6 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
description="Cycles world settings",
type=cls,
)
cls.sampling_method = EnumProperty(
name="Sampling method",
description="How to sample the background light",
items=enum_world_mis,
default='AUTOMATIC',
)
cls.sample_map_resolution = IntProperty(
name="Map Resolution",
description="Importance map size is resolution x resolution/2; "
"higher values potentially produce less noise, at the cost of memory and speed",
min=4, max=8192,
default=1024,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Maximum number of bounces the background light will contribute to the render",
min=0, max=1024,
default=1024,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere"
"(not using any textures), for faster rendering",
default=False,
)
cls.volume_sampling = EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='EQUIANGULAR',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@classmethod
def unregister(cls):
@@ -992,6 +1006,38 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
class CyclesVisibilitySettings(bpy.types.PropertyGroup):
camera: BoolProperty(
name="Camera",
description="Object visibility for camera rays",
default=True,
)
diffuse: BoolProperty(
name="Diffuse",
description="Object visibility for diffuse reflection rays",
default=True,
)
glossy: BoolProperty(
name="Glossy",
description="Object visibility for glossy reflection rays",
default=True,
)
transmission: BoolProperty(
name="Transmission",
description="Object visibility for transmission rays",
default=True,
)
shadow: BoolProperty(
name="Shadow",
description="Object visibility for shadow rays",
default=True,
)
scatter: BoolProperty(
name="Volume Scatter",
description="Object visibility for volume scatter rays",
default=True,
)
@classmethod
def register(cls):
bpy.types.Object.cycles_visibility = PointerProperty(
@@ -1006,37 +1052,6 @@ class CyclesVisibilitySettings(bpy.types.PropertyGroup):
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,
)
cls.scatter = BoolProperty(
name="Volume Scatter",
description="Object visibility for volume scatter rays",
default=True,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles_visibility
@@ -1070,6 +1085,65 @@ class CyclesMeshSettings(bpy.types.PropertyGroup):
class CyclesObjectSettings(bpy.types.PropertyGroup):
use_motion_blur: BoolProperty(
name="Use Motion Blur",
description="Use motion blur for this object",
default=True,
)
use_deform_motion: BoolProperty(
name="Use Deformation Motion",
description="Use deformation motion blur for this object",
default=True,
)
motion_steps: IntProperty(
name="Motion Steps",
description="Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))",
min=1, soft_max=8,
default=1,
)
use_camera_cull: BoolProperty(
name="Use Camera Cull",
description="Allow this object and its duplicators to be culled by camera space culling",
default=False,
)
use_distance_cull: BoolProperty(
name="Use Distance Cull",
description="Allow this object and its duplicators to be culled by distance from camera",
default=False,
)
use_adaptive_subdivision: BoolProperty(
name="Use Adaptive Subdivision",
description="Use adaptive render time subdivision",
default=False,
)
dicing_rate: FloatProperty(
name="Dicing Scale",
description="Multiplier for scene dicing rate (located in the Geometry Panel)",
min=0.1, max=1000.0, soft_min=0.5,
default=1.0,
)
is_shadow_catcher: BoolProperty(
name="Shadow Catcher",
description="Only render shadows on this object, for compositing renders into real footage",
default=False,
)
is_holdout: BoolProperty(
name="Holdout",
description="Render objects as a holdout or matte, creating a "
"hole in the image with zero alpha, to fill out in "
"compositing with real footange or another render",
default=False,
)
@classmethod
def register(cls):
bpy.types.Object.cycles = PointerProperty(
@@ -1078,70 +1152,60 @@ class CyclesObjectSettings(bpy.types.PropertyGroup):
type=cls,
)
cls.use_motion_blur = BoolProperty(
name="Use Motion Blur",
description="Use motion blur for this object",
default=True,
)
cls.use_deform_motion = BoolProperty(
name="Use Deformation Motion",
description="Use deformation motion blur for this object",
default=True,
)
cls.motion_steps = IntProperty(
name="Motion Steps",
description="Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))",
min=1, soft_max=8,
default=1,
)
cls.use_camera_cull = BoolProperty(
name="Use Camera Cull",
description="Allow this object and its duplicators to be culled by camera space culling",
default=False,
)
cls.use_distance_cull = BoolProperty(
name="Use Distance Cull",
description="Allow this object and its duplicators to be culled by distance from camera",
default=False,
)
cls.use_adaptive_subdivision = BoolProperty(
name="Use Adaptive Subdivision",
description="Use adaptive render time subdivision",
default=False,
)
cls.dicing_rate = FloatProperty(
name="Dicing Scale",
description="Multiplier for scene dicing rate (located in the Geometry Panel)",
min=0.1, max=1000.0, soft_min=0.5,
default=1.0,
)
cls.is_shadow_catcher = BoolProperty(
name="Shadow Catcher",
description="Only render shadows on this object, for compositing renders into real footage",
default=False,
)
cls.is_holdout = BoolProperty(
name="Holdout",
description="Render objects as a holdout or matte, creating a "
"hole in the image with zero alpha, to fill out in "
"compositing with real footange or another render",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles
class CyclesCurveRenderSettings(bpy.types.PropertyGroup):
primitive: EnumProperty(
name="Primitive",
description="Type of primitive used for hair rendering",
items=enum_curve_primitives,
default='LINE_SEGMENTS',
)
shape: EnumProperty(
name="Shape",
description="Form of hair",
items=enum_curve_shape,
default='THICK',
)
cull_backfacing: BoolProperty(
name="Cull Back-faces",
description="Do not test the back-face of each strand",
default=True,
)
use_curves: BoolProperty(
name="Use Cycles Hair Rendering",
description="Activate Cycles hair rendering for particle system",
default=True,
)
resolution: IntProperty(
name="Resolution",
description="Resolution of generated mesh",
min=3, max=64,
default=3,
)
minimum_width: FloatProperty(
name="Minimal width",
description="Minimal pixel width for strands (0 - deactivated)",
min=0.0, max=100.0,
default=0.0,
)
maximum_width: FloatProperty(
name="Maximal width",
description="Maximum extension that strand radius can be increased by",
min=0.0, max=100.0,
default=0.1,
)
subdivisions: IntProperty(
name="Subdivisions",
description="Number of subdivisions used in Cardinal curve intersection (power of 2)",
min=0, max=24,
default=4,
)
@classmethod
def register(cls):
bpy.types.Scene.cycles_curves = PointerProperty(
@@ -1149,52 +1213,6 @@ class CyclesCurveRenderSettings(bpy.types.PropertyGroup):
description="Cycles hair rendering settings",
type=cls,
)
cls.primitive = EnumProperty(
name="Primitive",
description="Type of primitive used for hair rendering",
items=enum_curve_primitives,
default='LINE_SEGMENTS',
)
cls.shape = EnumProperty(
name="Shape",
description="Form of hair",
items=enum_curve_shape,
default='THICK',
)
cls.cull_backfacing = BoolProperty(
name="Cull Back-faces",
description="Do not test the back-face of each strand",
default=True,
)
cls.use_curves = BoolProperty(
name="Use Cycles Hair Rendering",
description="Activate Cycles hair rendering for particle system",
default=True,
)
cls.resolution = IntProperty(
name="Resolution",
description="Resolution of generated mesh",
min=3, max=64,
default=3,
)
cls.minimum_width = FloatProperty(
name="Minimal width",
description="Minimal pixel width for strands (0 - deactivated)",
min=0.0, max=100.0,
default=0.0,
)
cls.maximum_width = FloatProperty(
name="Maximal width",
description="Maximum extension that strand radius can be increased by",
min=0.0, max=100.0,
default=0.1,
)
cls.subdivisions = IntProperty(
name="Subdivisions",
description="Number of subdivisions used in Cardinal curve intersection (power of 2)",
min=0, max=24,
default=4,
)
@classmethod
def unregister(cls):
@@ -1209,6 +1227,126 @@ def update_render_passes(self, context):
class CyclesRenderLayerSettings(bpy.types.PropertyGroup):
pass_debug_bvh_traversed_nodes: BoolProperty(
name="Debug BVH Traversed Nodes",
description="Store Debug BVH Traversed Nodes pass",
default=False,
update=update_render_passes,
)
pass_debug_bvh_traversed_instances: BoolProperty(
name="Debug BVH Traversed Instances",
description="Store Debug BVH Traversed Instances pass",
default=False,
update=update_render_passes,
)
pass_debug_bvh_intersections: BoolProperty(
name="Debug BVH Intersections",
description="Store Debug BVH Intersections",
default=False,
update=update_render_passes,
)
pass_debug_ray_bounces: BoolProperty(
name="Debug Ray Bounces",
description="Store Debug Ray Bounces pass",
default=False,
update=update_render_passes,
)
pass_debug_render_time: BoolProperty(
name="Debug Render Time",
description="Render time in milliseconds per sample and pixel",
default=False,
update=update_render_passes,
)
use_pass_volume_direct: BoolProperty(
name="Volume Direct",
description="Deliver direct volumetric scattering pass",
default=False,
update=update_render_passes,
)
use_pass_volume_indirect: BoolProperty(
name="Volume Indirect",
description="Deliver indirect volumetric scattering pass",
default=False,
update=update_render_passes,
)
use_denoising: BoolProperty(
name="Use Denoising",
description="Denoise the rendered image",
default=False,
update=update_render_passes,
)
denoising_diffuse_direct: BoolProperty(
name="Diffuse Direct",
description="Denoise the direct diffuse lighting",
default=True,
)
denoising_diffuse_indirect: BoolProperty(
name="Diffuse Indirect",
description="Denoise the indirect diffuse lighting",
default=True,
)
denoising_glossy_direct: BoolProperty(
name="Glossy Direct",
description="Denoise the direct glossy lighting",
default=True,
)
denoising_glossy_indirect: BoolProperty(
name="Glossy Indirect",
description="Denoise the indirect glossy lighting",
default=True,
)
denoising_transmission_direct: BoolProperty(
name="Transmission Direct",
description="Denoise the direct transmission lighting",
default=True,
)
denoising_transmission_indirect: BoolProperty(
name="Transmission Indirect",
description="Denoise the indirect transmission lighting",
default=True,
)
denoising_subsurface_direct: BoolProperty(
name="Subsurface Direct",
description="Denoise the direct subsurface lighting",
default=True,
)
denoising_subsurface_indirect: BoolProperty(
name="Subsurface Indirect",
description="Denoise the indirect subsurface lighting",
default=True,
)
denoising_strength: FloatProperty(
name="Denoising Strength",
description="Controls neighbor pixel weighting for the denoising filter (lower values preserve more detail, but aren't as smooth)",
min=0.0, max=1.0,
default=0.5,
)
denoising_feature_strength: FloatProperty(
name="Denoising Feature Strength",
description="Controls removal of noisy image feature passes (lower values preserve more detail, but aren't as smooth)",
min=0.0, max=1.0,
default=0.5,
)
denoising_radius: IntProperty(
name="Denoising Radius",
description="Size of the image area that's used to denoise a pixel (higher values are smoother, but might lose detail and are slower)",
min=1, max=25,
default=8,
)
denoising_relative_pca: BoolProperty(
name="Relative filter",
description="When removing pixels that don't carry information, use a relative threshold instead of an absolute one (can help to reduce artifacts, but might cause detail loss around edges)",
default=False,
)
denoising_store_passes: BoolProperty(
name="Store denoising passes",
description="Store the denoising feature passes and the noisy image",
default=False,
update=update_render_passes,
)
@classmethod
def register(cls):
bpy.types.ViewLayer.cycles = PointerProperty(
@@ -1216,124 +1354,6 @@ class CyclesRenderLayerSettings(bpy.types.PropertyGroup):
description="Cycles ViewLayer Settings",
type=cls,
)
cls.pass_debug_bvh_traversed_nodes = BoolProperty(
name="Debug BVH Traversed Nodes",
description="Store Debug BVH Traversed Nodes pass",
default=False,
update=update_render_passes,
)
cls.pass_debug_bvh_traversed_instances = BoolProperty(
name="Debug BVH Traversed Instances",
description="Store Debug BVH Traversed Instances pass",
default=False,
update=update_render_passes,
)
cls.pass_debug_bvh_intersections = BoolProperty(
name="Debug BVH Intersections",
description="Store Debug BVH Intersections",
default=False,
update=update_render_passes,
)
cls.pass_debug_ray_bounces = BoolProperty(
name="Debug Ray Bounces",
description="Store Debug Ray Bounces pass",
default=False,
update=update_render_passes,
)
cls.pass_debug_render_time = BoolProperty(
name="Debug Render Time",
description="Render time in milliseconds per sample and pixel",
default=False,
update=update_render_passes,
)
cls.use_pass_volume_direct = BoolProperty(
name="Volume Direct",
description="Deliver direct volumetric scattering pass",
default=False,
update=update_render_passes,
)
cls.use_pass_volume_indirect = BoolProperty(
name="Volume Indirect",
description="Deliver indirect volumetric scattering pass",
default=False,
update=update_render_passes,
)
cls.use_denoising = BoolProperty(
name="Use Denoising",
description="Denoise the rendered image",
default=False,
update=update_render_passes,
)
cls.denoising_diffuse_direct = BoolProperty(
name="Diffuse Direct",
description="Denoise the direct diffuse lighting",
default=True,
)
cls.denoising_diffuse_indirect = BoolProperty(
name="Diffuse Indirect",
description="Denoise the indirect diffuse lighting",
default=True,
)
cls.denoising_glossy_direct = BoolProperty(
name="Glossy Direct",
description="Denoise the direct glossy lighting",
default=True,
)
cls.denoising_glossy_indirect = BoolProperty(
name="Glossy Indirect",
description="Denoise the indirect glossy lighting",
default=True,
)
cls.denoising_transmission_direct = BoolProperty(
name="Transmission Direct",
description="Denoise the direct transmission lighting",
default=True,
)
cls.denoising_transmission_indirect = BoolProperty(
name="Transmission Indirect",
description="Denoise the indirect transmission lighting",
default=True,
)
cls.denoising_subsurface_direct = BoolProperty(
name="Subsurface Direct",
description="Denoise the direct subsurface lighting",
default=True,
)
cls.denoising_subsurface_indirect = BoolProperty(
name="Subsurface Indirect",
description="Denoise the indirect subsurface lighting",
default=True,
)
cls.denoising_strength = FloatProperty(
name="Denoising Strength",
description="Controls neighbor pixel weighting for the denoising filter (lower values preserve more detail, but aren't as smooth)",
min=0.0, max=1.0,
default=0.5,
)
cls.denoising_feature_strength = FloatProperty(
name="Denoising Feature Strength",
description="Controls removal of noisy image feature passes (lower values preserve more detail, but aren't as smooth)",
min=0.0, max=1.0,
default=0.5,
)
cls.denoising_radius = IntProperty(
name="Denoising Radius",
description="Size of the image area that's used to denoise a pixel (higher values are smoother, but might lose detail and are slower)",
min=1, max=25,
default=8,
)
cls.denoising_relative_pca = BoolProperty(
name="Relative filter",
description="When removing pixels that don't carry information, use a relative threshold instead of an absolute one (can help to reduce artifacts, but might cause detail loss around edges)",
default=False,
)
cls.denoising_store_passes = BoolProperty(
name="Store denoising passes",
description="Store the denoising feature passes and the noisy image",
default=False,
update=update_render_passes,
)
@classmethod
def unregister(cls):