Files
test2/scripts/startup/bl_ui/properties_texture.py
Nika Kutsniashvili 5dd53fdb29 Fix: Avoid relative imports in UI code
Relative imports are intentionally avoided in UI code (`scripts/startup/bl_ui`) because it makes it impossible to run individual files in isolation.

Common workflow for making mock-ups and quick UI edits is to load the UI file in Blender's text editor with "Edit Source" operator, make changes, and run the script to see the changes. But in the current version it's impossible because files include relative imports, which don't allow Python to run scripts individually.

Pull Request: https://projects.blender.org/blender/blender/pulls/138246
2025-05-04 13:26:03 +02:00

1027 lines
29 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Menu,
Panel,
UIList,
)
from bpy.types import (
Brush,
FreestyleLineStyle,
ParticleSettings,
Texture,
)
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
from bl_ui.properties_paint_common import brush_texture_settings
from bl_ui.space_properties import PropertiesAnimationMixin
class TEXTURE_MT_context_menu(Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, _context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_UL_texslots(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
slot = item
tex = slot.texture if slot else None
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if tex:
layout.prop(tex, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
def context_tex_datablock(context):
idblock = context.brush
if idblock:
return idblock
idblock = context.line_style
if idblock:
return idblock
if context.particle_system:
idblock = context.particle_system.settings
return idblock
class TextureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
# Show Alpha Button for Brush Textures, see #29502.
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
layout.prop(tex, "use_preview_alpha")
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
col = layout.column()
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
col.template_texture_user()
if user or pin_id:
col.separator()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
col.separator()
split = col.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
class TEXTURE_PT_node(TextureButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
node = context.texture_node
return node and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
node = context.texture_node
ntree = node.id_data
layout.template_node_view(ntree, node, None)
class TextureTypePanel(TextureButtonsPanel):
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.engine
return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class TEXTURE_PT_clouds(TextureTypePanel, Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "cloud_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel, Panel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "wood_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col = col.column()
col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
col.prop(tex, "noise_type", text="Type")
col.separator()
sub = flow.column()
sub.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
sub.prop(tex, "noise_scale", text="Size")
sub.prop(tex, "turbulence")
sub.prop(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel, Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "marble_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel, Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_depth", text="Depth")
col = flow.column()
col.prop(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel, Panel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "progression")
col.separator()
col = flow.column()
col.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'})
col.prop(tex, "use_flip_axis", text="Orientation")
class TEXTURE_PT_stucci(TextureTypePanel, Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.row().prop(tex, "stucci_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel, Panel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, _context):
# TODO: maybe expose the template_ID from the template image here.
layout = self.layout
del layout
class TEXTURE_PT_image_settings(TextureTypePanel, Panel):
bl_label = "Settings"
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
def texture_filter_common(tex, layout):
layout.prop(tex, "filter_type", text="Filter Type")
if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}:
col = layout.column()
if tex.filter_type == 'FELINE':
col.prop(tex, "filter_lightprobes", text="Light Probes")
else:
col.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size", text="Size")
layout.prop(tex, "use_filter_size_min", text="Minimum Size")
class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "use_interpolation")
col.separator()
col = flow.column()
col.prop(tex, "use_mipmap")
sub = col.column()
sub.active = tex.use_mipmap
sub.prop(tex, "use_mipmap_gauss", text="Gaussian Filter")
col.separator()
texture_filter_common(tex, flow)
class TEXTURE_PT_image_alpha(TextureTypePanel, Panel):
bl_label = "Alpha"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_alpha", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.active = bool(tex.image and tex.image.alpha_mode != 'NONE')
col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Mapping"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.prop(tex, "use_flip_axis", text="Flip Axes")
col.separator()
subcol = layout.column()
subcol.prop(tex, "extension") # use layout, to keep the same location in case of button cycling.
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if tex.extension == 'REPEAT':
col = flow.column()
sub = col.column(align=True)
sub.prop(tex, "repeat_x", text="Repeat X")
sub.prop(tex, "repeat_y", text="Y")
col = flow.column(heading="Mirror")
sub = col.column()
sub.active = (tex.repeat_x > 1)
sub.prop(tex, "use_mirror_x", text="X")
sub = col.column()
sub.active = (tex.repeat_y > 1)
sub.prop(tex, "use_mirror_y", text="Y")
elif tex.extension == 'CHECKER':
subcol.separator()
col = flow.column()
col.prop(tex, "checker_distance", text="Distance")
col = flow.column(heading="Tiles")
col.prop(tex, "use_checker_even", text="Even", text_ctxt=i18n_contexts.amount)
col.prop(tex, "use_checker_odd", text="Odd")
else:
del flow
class TEXTURE_PT_image_mapping_crop(TextureTypePanel, Panel):
bl_label = "Crop"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image_mapping"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column(align=True)
# col.prop(tex, "crop_rectangle")
col.prop(tex, "crop_min_x", text="Minimum X")
col.prop(tex, "crop_min_y", text="Y")
col = flow.column(align=True)
col.prop(tex, "crop_max_x", text="Maximum X")
col.prop(tex, "crop_max_y", text="Y")
class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "musgrave_type")
col.separator()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
col.separator()
col = flow.column()
col.prop(tex, "dimension_max", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
col.separator()
musgrave_type = tex.musgrave_type
col = flow.column()
if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "offset")
col.prop(tex, "noise_intensity", text="Intensity")
if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "gain")
class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "distance_metric")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
sub.separator()
col = flow.column()
col.prop(tex, "color_mode")
col.prop(tex, "noise_intensity", text="Intensity")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TEXTURE_PT_voronoi_feature_weights(TextureTypePanel, Panel):
bl_label = "Feature Weights"
bl_parent_id = "TEXTURE_PT_voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column(align=True)
col.prop(tex, "weight_1", text="First", slider=True)
col.prop(tex, "weight_2", text="Second", slider=True)
sub = flow.column(align=True)
sub.prop(tex, "weight_3", text="Third", slider=True)
sub.prop(tex, "weight_4", text="Fourth", slider=True)
class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_distortion", text="Distortion")
col.separator()
col = flow.column()
col.prop(tex, "distortion", text="Amount")
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
return (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
idblock = context_tex_datablock(context)
tex = context.texture_slot
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
col = flow.column()
col.prop(tex, "texture_coords", text="Coordinates")
# Note: the ORCO case used to call ob.data, "texco_mesh" prop.
if tex.texture_coords == 'UV':
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tex, "uv_layer", ob.data, "uv_layers", text="Map")
else:
col.prop(tex, "uv_layer", text="Map")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "object", text="Object")
col.separator()
if isinstance(idblock, FreestyleLineStyle):
col = flow.column()
col.prop(tex, "mapping", text="Projection")
col.separator()
col = flow.column()
col.prop(tex, "mapping_x", text="Mapping X")
col.prop(tex, "mapping_y", text="Y")
col.prop(tex, "mapping_z", text="Z")
col.separator()
col = flow.column(align=True)
col.column().prop(tex, "offset")
col = flow.column(align=True)
col.column().prop(tex, "scale")
class TEXTURE_PT_influence(TextureSlotPanel, Panel):
bl_label = "Influence"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
idblock = context_tex_datablock(context)
tex = context.texture_slot
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.active = getattr(tex, toggle)
row.prop(tex, factor, text=name, slider=True)
sub = row.row(align=True)
sub.prop(tex, toggle, text="")
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, ParticleSettings):
col = flow.column()
factor_but(col, "use_map_time", "time_factor", "General Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col.separator()
col = flow.column()
factor_but(col, "use_map_velocity", "velocity_factor", "Physics Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
col.separator()
col = flow.column()
factor_but(col, "use_map_length", "length_factor", "Hair Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = flow.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
col = flow.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
if not isinstance(idblock, ParticleSettings):
col = flow.column()
col.prop(tex, "blend_type", text="Blend")
# Color is used on gray-scale textures
col.prop(tex, "color", text="")
class TextureColorsPoll:
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_colors(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "use_clamp", text="Clamp")
col = flow.column(align=True)
col.prop(tex, "factor_red", text="Multiply R")
col.prop(tex, "factor_green", text="G", text_ctxt=i18n_contexts.color)
col.prop(tex, "factor_blue", text="B", text_ctxt=i18n_contexts.color)
col.separator()
col = flow.column()
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
class TEXTURE_PT_colors_ramp(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Color Ramp"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_colors"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_color_ramp", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
# Note: TODO after creation of a new texture, the template_color_ramp will be blank.
# Possibly needs to be fixed in the template itself.
is_active = bool(tex and tex.use_color_ramp)
if is_active:
layout.template_color_ramp(tex, "color_ramp", expand=True)
else:
layout.label(text="Enable the Color Ramp first")
class TEXTURE_PT_animation(TextureButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
@classmethod
def poll(cls, context):
return bool(context.texture)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
texture = context.texture
# Assumption: the texture user is a particle system texture slot,
# something like `bpy.data.particles['ParticleSettings'].texture_slots[0]`.
# Since at the top of the properties panel the user is shown first, and
# underneath that the texture itself, this panel uses the same order.
if texture_user := context.texture_user:
texture_user_id = texture_user.id_data
col = layout.column(align=True)
# NOTE(@sybren): I tested with particle settings, and then this just shows
# "Particle Settings". If there are other users of Texture data-blocks
# still around, and this produces unwanted results, let's adjust.
col.label(text=texture_user_id.bl_rna.name)
self.draw_action_and_slot_selector(context, col, texture_user_id)
col = layout.column(align=True)
col.label(text="Texture")
self.draw_action_and_slot_selector(context, col, texture)
if node_tree := texture.node_tree:
col = layout.column(align=True)
col.label(text="Shader Node Tree")
self.draw_action_and_slot_selector(context, col, node_tree)
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
_context_path = "texture"
_property_type = Texture
@classmethod
def poll(cls, context):
return context.texture and (context.engine in cls.COMPAT_ENGINES)
classes = (
TEXTURE_MT_context_menu,
TEXTURE_UL_texslots,
TEXTURE_PT_preview,
TEXTURE_PT_context,
TEXTURE_PT_node,
TEXTURE_PT_clouds,
TEXTURE_PT_wood,
TEXTURE_PT_marble,
TEXTURE_PT_magic,
TEXTURE_PT_blend,
TEXTURE_PT_stucci,
TEXTURE_PT_image,
TEXTURE_PT_image_settings,
TEXTURE_PT_image_alpha,
TEXTURE_PT_image_mapping,
TEXTURE_PT_image_mapping_crop,
TEXTURE_PT_image_sampling,
TEXTURE_PT_musgrave,
TEXTURE_PT_voronoi,
TEXTURE_PT_voronoi_feature_weights,
TEXTURE_PT_distortednoise,
TEXTURE_PT_influence,
TEXTURE_PT_mapping,
TEXTURE_PT_colors,
TEXTURE_PT_colors_ramp,
TEXTURE_PT_animation,
TEXTURE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)