use property definitions more consistant with other addons in trunk. (no functional change)

This commit is contained in:
Campbell Barton
2012-01-20 18:31:23 +00:00
parent 635706b0da
commit acfeb47aa3

View File

@@ -33,78 +33,189 @@ from . import enums
class CyclesRenderSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Scene.cycles = PointerProperty(type=cls, name="Cycles Render Settings", description="Cycles render settings")
bpy.types.Scene.cycles = PointerProperty(
name="Cycles Render Settings",
description="Cycles render settings",
type=cls,
)
cls.device = EnumProperty(
name="Device",
description="Device to use for rendering",
items=enums.devices,
default='CPU',
)
cls.feature_set = EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enums.feature_set,
default='SUPPORTED',
)
cls.shading_system = EnumProperty(
name="Shading System",
description="Shading system to use for rendering",
items=enums.shading_systems,
default='GPU_COMPATIBLE',
)
cls.device = EnumProperty(name="Device", description="Device to use for rendering",
items=enums.devices, default="CPU")
cls.samples = IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=2147483647,
default=10,
)
cls.preview_samples = IntProperty(
name="Preview Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=2147483647,
default=10,
)
cls.preview_pause = BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
default=False,
)
cls.feature_set = EnumProperty(name="Feature Set", description="Feature set to use for rendering",
items=enums.feature_set, default="SUPPORTED")
cls.no_caustics = BoolProperty(
name="No Caustics",
description="Leave out caustics, resulting in a darker image with less noise",
default=False,
)
cls.blur_caustics = FloatProperty(
name="Blur Caustics",
description="Blur caustics to reduce noise",
min=0.0, max=1.0,
default=0.0,
)
cls.shading_system = EnumProperty(name="Shading System", description="Shading system to use for rendering",
items=enums.shading_systems, default="GPU_COMPATIBLE")
cls.min_bounces = IntProperty(
name="Min Bounces",
description="Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
min=0, max=1024,
default=3,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
min=0, max=1024,
default=8,
)
cls.samples = IntProperty(name="Samples", description="Number of samples to render for each pixel",
default=10, min=1, max=2147483647)
cls.preview_samples = IntProperty(name="Preview Samples", description="Number of samples to render in the viewport, unlimited if 0",
default=10, min=0, max=2147483647)
cls.preview_pause = BoolProperty(name="Pause Preview", description="Pause all viewport preview renders",
default=False)
cls.diffuse_bounces = IntProperty(
name="Diffuse Bounces",
description="Maximum number of diffuse reflection bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.glossy_bounces = IntProperty(
name="Glossy Bounces",
description="Maximum number of glossy reflection bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.transmission_bounces = IntProperty(
name="Transmission Bounces",
description="Maximum number of transmission bounces, bounded by total maximum",
min=0, max=1024,
default=128,
)
cls.no_caustics = BoolProperty(name="No Caustics", description="Leave out caustics, resulting in a darker image with less noise",
default=False)
cls.blur_caustics = FloatProperty(name="Blur Caustics", description="Blur caustics to reduce noise",
default=0.0, min=0.0, max=1.0)
cls.transparent_min_bounces = IntProperty(
name="Transparent Min Bounces",
description="Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
min=0, max=1024,
default=8,
)
cls.transparent_max_bounces = IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
min=0, max=1024,
default=8,
)
cls.use_transparent_shadows = BoolProperty(
name="Transparent Shadows",
description="Use transparency of surfaces for rendering shadows",
default=True,
)
cls.min_bounces = IntProperty(name="Min Bounces", description="Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
default=3, min=0, max=1024)
cls.max_bounces = IntProperty(name="Max Bounces", description="Total maximum number of bounces",
default=8, min=0, max=1024)
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",
default=False,
)
cls.diffuse_bounces = IntProperty(name="Diffuse Bounces", description="Maximum number of diffuse reflection bounces, bounded by total maximum",
default=128, min=0, max=1024)
cls.glossy_bounces = IntProperty(name="Glossy Bounces", description="Maximum number of glossy reflection bounces, bounded by total maximum",
default=128, min=0, max=1024)
cls.transmission_bounces = IntProperty(name="Transmission Bounces", description="Maximum number of transmission bounces, bounded by total maximum",
default=128, min=0, max=1024)
cls.filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enums.filter_types,
default='GAUSSIAN',
)
cls.filter_width = FloatProperty(
name="Filter Width",
description="Pixel filter width",
min=0.01, max=10.0,
default=1.5,
)
cls.transparent_min_bounces = IntProperty(name="Transparent Min Bounces", description="Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
default=8, min=0, max=1024)
cls.transparent_max_bounces = IntProperty(name="Transparent Max Bounces", description="Maximum number of transparent bounces",
default=8, min=0, max=1024)
cls.use_transparent_shadows = BoolProperty(name="Transparent Shadows", description="Use transparency of surfaces for rendering shadows",
default=True)
cls.seed = IntProperty(
name="Seed",
description="Seed value for integrator to get different noise patterns",
min=0, max=2147483647,
default=0,
)
cls.film_exposure = FloatProperty(name="Exposure", description="Image brightness scale",
default=1.0, min=0.0, max=10.0)
cls.film_transparent = BoolProperty(name="Transparent", description="World background is transparent",
default=False)
cls.debug_tile_size = IntProperty(
name="Tile Size",
description="",
min=1, max=4096,
default=1024,
)
cls.debug_min_size = IntProperty(
name="Min Size",
description="",
min=1, max=4096,
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.filter_type = EnumProperty(name="Filter Type", description="Pixel filter type",
items=enums.filter_types, default="GAUSSIAN")
cls.filter_width = FloatProperty(name="Filter Width", description="Pixel filter width",
default=1.5, min=0.01, max=10.0)
cls.seed = IntProperty(name="Seed", description="Seed value for integrator to get different noise patterns",
default=0, min=0, max=2147483647)
cls.debug_tile_size = IntProperty(name="Tile Size", description="",
default=1024, min=1, max=4096)
cls.debug_min_size = IntProperty(name="Min Size", description="",
default=64, min=1, max=4096)
cls.debug_reset_timeout = FloatProperty(name="Reset timeout", description="",
default=0.1, min=0.01, max=10.0)
cls.debug_cancel_timeout = FloatProperty(name="Cancel timeout", description="",
default=0.1, min=0.01, max=10.0)
cls.debug_text_timeout = FloatProperty(name="Text timeout", description="",
default=1.0, min=0.01, max=10.0)
cls.debug_bvh_type = EnumProperty(name="Viewport BVH Type", description="Choose between faster updates, or faster render",
items=enums.bvh_types, default="DYNAMIC_BVH")
cls.debug_use_spatial_splits = BoolProperty(name="Use Spatial Splits", description="Use BVH spatial splits: longer builder time, faster render",
default=False)
cls.use_cache = BoolProperty(name="Cache BVH", description="Cache last built BVH to disk for faster re-render if no geometry changed",
default=False)
cls.debug_bvh_type = EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
items=enums.bvh_types,
default='DYNAMIC_BVH',
)
cls.debug_use_spatial_splits = BoolProperty(
name="Use Spatial Splits",
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
cls.use_cache = BoolProperty(
name="Cache BVH",
description="Cache last built BVH to disk for faster re-render if no geometry changed",
default=False,
)
@classmethod
def unregister(cls):
@@ -114,14 +225,31 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
class CyclesCameraSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Camera.cycles = PointerProperty(type=cls, name="Cycles Camera Settings", description="Cycles camera settings")
bpy.types.Camera.cycles = PointerProperty(
name="Cycles Camera Settings",
description="Cycles camera settings",
type=cls,
)
cls.aperture_size = FloatProperty(name="Aperture Size", description="Radius of the aperture for depth of field",
default=0.0, min=0.0, max=10.0)
cls.aperture_blades = IntProperty(name="Aperture Blades", description="Number of blades in aperture for polygonal bokeh (at least 3)",
default=0, min=0, max=100)
cls.aperture_rotation = FloatProperty(name="Aperture Rotation", description="Rotation of blades in aperture",
default=0, soft_min=-math.pi, soft_max=math.pi, subtype='ANGLE')
cls.aperture_size = FloatProperty(
name="Aperture Size",
description="Radius of the aperture for depth of field",
min=0.0, max=10.0,
default=0.0,
)
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,
)
@classmethod
def unregister(cls):
@@ -131,9 +259,21 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
class CyclesMaterialSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
cls.sample_as_light = BoolProperty(name="Sample as Lamp", description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources", default=True)
cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)
bpy.types.Material.cycles = PointerProperty(
name="Cycles Material Settings",
description="Cycles material settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources",
default=True,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere, for faster rendering",
default=False,
)
@classmethod
def unregister(cls):
@@ -143,8 +283,16 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
class CyclesLampSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Lamp.cycles = PointerProperty(type=cls, name="Cycles Lamp Settings", description="Cycles lamp settings")
cls.cast_shadow = BoolProperty(name="Cast Shadow", description="Lamp casts shadows", default=True)
bpy.types.Lamp.cycles = PointerProperty(
name="Cycles Lamp Settings",
description="Cycles lamp settings",
type=cls,
)
cls.cast_shadow = BoolProperty(
name="Cast Shadow",
description="Lamp casts shadows",
default=True,
)
@classmethod
def unregister(cls):
@@ -154,11 +302,22 @@ class CyclesLampSettings(bpy.types.PropertyGroup):
class CyclesWorldSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.World.cycles = PointerProperty(type=cls, name="Cycles World Settings", description="Cycles world settings")
cls.sample_as_light = BoolProperty(name="Sample as Lamp", description="Use direct light sampling for the environment, enabling for non-solid colors is recommended",
default=False)
cls.sample_map_resolution = IntProperty(name="Map Resolution", description="Importance map size is resolution x resolution; higher values potentially produce less noise, at the cost of memory and speed",
default=256, min=4, max=8096)
bpy.types.World.cycles = PointerProperty(
name="Cycles World Settings",
description="Cycles world settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for the environment, enabling for non-solid colors is recommended",
default=False,
)
cls.sample_map_resolution = IntProperty(
name="Map Resolution",
description="Importance map size is resolution x resolution; higher values potentially produce less noise, at the cost of memory and speed",
min=4, max=8096,
default=256,
)
@classmethod
def unregister(cls):
@@ -168,13 +327,37 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
class CyclesVisibilitySettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Object.cycles_visibility = PointerProperty(type=cls, name="Cycles Visibility Settings", description="Cycles visibility settings")
bpy.types.Object.cycles_visibility = PointerProperty(
name="Cycles Visibility Settings",
description="Cycles visibility settings",
type=cls,
)
cls.camera = BoolProperty(name="Camera", description="Object visibility for camera rays", default=True)
cls.diffuse = BoolProperty(name="Diffuse", description="Object visibility for diffuse reflection rays", default=True)
cls.glossy = BoolProperty(name="Glossy", description="Object visibility for glossy reflection rays", default=True)
cls.transmission = BoolProperty(name="Transmission", description="Object visibility for transmission rays", default=True)
cls.shadow = BoolProperty(name="Shadow", description="Object visibility for shadow rays", default=True)
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,
)
@classmethod
def unregister(cls):
@@ -184,15 +367,39 @@ class CyclesVisibilitySettings(bpy.types.PropertyGroup):
class CyclesMeshSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Mesh.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")
bpy.types.Curve.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")
bpy.types.MetaBall.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")
bpy.types.Mesh.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.Curve.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.MetaBall.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
cls.displacement_method = EnumProperty(name="Displacement Method", description="Method to use for the displacement",
items=enums.displacement_methods, default="BUMP")
cls.use_subdivision = BoolProperty(name="Use Subdivision", description="Subdivide mesh for rendering",
default=False)
cls.dicing_rate = FloatProperty(name="Dicing Rate", description="", default=1.0, min=0.001, max=1000.0)
cls.displacement_method = EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enums.displacement_methods,
default='BUMP',
)
cls.use_subdivision = BoolProperty(
name="Use Subdivision",
description="Subdivide mesh for rendering",
default=False,
)
cls.dicing_rate = FloatProperty(
name="Dicing Rate",
description="",
min=0.001, max=1000.0,
default=1.0,
)
@classmethod
def unregister(cls):