Files
test2/scripts/startup/bl_ui/properties_render.py
Lukas Stockner 6967255906 Color management: Support white balance as part of the display transform
This implements a von-Kries-style chromatic adaption using the Bradford matrix.
The adaption is performed in scene linear space in the OCIO GLSL shader, with
the matrix being computed on the host.

The parameters specify the white point of the input, which is to be mapped to
the white point of the scene linear space. The main parameter is temperature,
specified in Kelvin, which defines the blackbody spectrum that is used as the
input white point. Additionally, a tint parameter can be used to shift the
white point away from pure blackbody spectra (e.g. to match a D illuminant).

The defaults are set to match D65 so there is no immediate color shift when
enabling the option. Tint = 10 is needed since the D-series illuminants aren't
perfect blackbody emitters.

As an alternative to manually specifying the values, there's also a color
picker. When a color is selected, temperature and tint are set such that this
color ends up being balanced to white.
This only works if the color is close enough to a blackbody emitter -
specifically, for tint values within +-150. Beyond this, there can be ambiguity
in the representation.
Currently, in this case, the input is just ignored and temperature/tint aren't
changed. Ideally, we'd eventually give UI feedback for this.

Presets are supported, and all the CIE standard illuminants are included.

One part that I'm not quite happy with is that the tint parameter starts to
give weird results at moderate values when the temperature is low.
The reason for this can be seen here:
https://commons.wikimedia.org/wiki/File:Planckian-locus.png
Tint is moving along the isotherm lines (with the plot corresponding to +-150),
but below 4000K some of that range is outside of the gamut. Not much can
be done there, other than possibly clipping those values...

Adding support for this to the compositor should be quite easy and is planned
as a next step.

Pull Request: https://projects.blender.org/blender/blender/pulls/123278
2024-06-27 23:27:58 +02:00

1447 lines
43 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import Panel
from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
from bl_ui.space_view3d import (
VIEW3D_PT_shading_lighting,
VIEW3D_PT_shading_color,
VIEW3D_PT_shading_options,
)
from bl_ui.utils import PresetPanel
from bpy.app.translations import pgettext_rpt as rpt_
class RenderButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class RENDER_PT_context(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
bl_options = {'HIDE_HEADER'}
bl_label = ""
@classmethod
def poll(cls, context):
return context.scene
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
if rd.has_multiple_engines:
layout.prop(rd, "engine", text="Render Engine")
class RENDER_PT_color_management(RenderButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 100
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
view = scene.view_settings
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(scene.display_settings, "display_device")
col.separator()
col.prop(view, "view_transform")
col.prop(view, "look")
col = flow.column()
col.prop(view, "exposure")
col.prop(view, "gamma")
col.separator()
col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
class RENDER_PT_color_management_display_settings(RenderButtonsPanel, Panel):
bl_label = "Display"
bl_parent_id = "RENDER_PT_color_management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
view = scene.view_settings
# Only enable display sub-section if HDR support is available.
import gpu
layout.enabled = gpu.capabilities.hdr_support_get()
# Only display HDR toggle for non-Filmic display transforms.
col = layout.column(align=True)
sub = col.row()
sub.active = (not view.view_transform.startswith("Filmic") and not view.view_transform.startswith("AgX") and not
view.view_transform.startswith("False Color") and not
view.view_transform.startswith("Khronos PBR Neutral"))
sub.prop(view, "use_hdr_view")
class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
bl_label = "Curves"
bl_parent_id = "RENDER_PT_color_management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
scene = context.scene
view = scene.view_settings
self.layout.prop(view, "use_curve_mapping", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
view = scene.view_settings
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
layout.active = view.use_curve_mapping
layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
class RENDER_PT_color_management_white_balance_presets(PresetPanel, Panel):
bl_label = "White Balance Presets"
preset_subdir = "color_management/white_balance"
preset_operator = "script.execute_preset"
preset_add_operator = "render.color_management_white_balance_preset_add"
class RENDER_PT_color_management_white_balance(RenderButtonsPanel, Panel):
bl_label = "White Balance"
bl_parent_id = "RENDER_PT_color_management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
scene = context.scene
view = scene.view_settings
self.layout.prop(view, "use_white_balance", text="")
def draw_header_preset(self, context):
layout = self.layout
scene = context.scene
view = scene.view_settings
RENDER_PT_color_management_white_balance_presets.draw_panel_header(layout)
eye = layout.operator("ui.eyedropper_color", text="", icon='EYEDROPPER')
eye.prop_data_path = "scene.view_settings.white_balance_whitepoint"
def draw(self, context):
layout = self.layout
scene = context.scene
view = scene.view_settings
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.active = view.use_white_balance
col = layout.column()
col.prop(view, "white_balance_temperature")
col.prop(view, "white_balance_tint")
class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_gtao
col = layout.column()
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.render
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.render
eevee_props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_position", text="Position")
col.prop(props, "motion_blur_shutter")
col.separator()
col.prop(eevee_props, "motion_blur_depth_scale")
col.prop(eevee_props, "motion_blur_max")
col.prop(eevee_props, "motion_blur_steps", text="Steps")
class RENDER_PT_eevee_next_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.render
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.render
eevee_props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_position", text="Position")
col.prop(props, "motion_blur_shutter")
col.separator()
col.prop(eevee_props, "motion_blur_depth_scale")
col.prop(eevee_props, "motion_blur_max")
col.prop(eevee_props, "motion_blur_steps", text="Steps")
class RENDER_PT_eevee_next_motion_blur_curve(RenderButtonsPanel, Panel):
bl_label = "Shutter Curve"
bl_parent_id = "RENDER_PT_eevee_next_motion_blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
layout.active = rd.use_motion_blur
col = layout.column()
col.template_curve_mapping(rd, "motion_blur_shutter_curve")
col = layout.column(align=True)
row = col.row(align=True)
row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
col.prop(props, "bokeh_neighbor_max")
col.prop(props, "bokeh_denoise_fac")
col.prop(props, "use_bokeh_high_quality_slight_defocus")
col.prop(props, "use_bokeh_jittered")
col = layout.column()
col.active = props.use_bokeh_jittered
col.prop(props, "bokeh_overblur")
class RENDER_PT_eevee_next_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
col.prop(props, "bokeh_neighbor_max")
col = layout.column(align=False, heading="Jitter Camera")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_bokeh_jittered", text="")
sub = sub.row(align=True)
sub.active = props.use_bokeh_jittered
sub.prop(props, "bokeh_overblur")
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius")
col.prop(props, "bloom_color")
col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
bl_label = "Volumetrics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "volumetric_start")
col.prop(props, "volumetric_end")
col = layout.column()
col.prop(props, "volumetric_tile_size")
col.prop(props, "volumetric_samples")
col.prop(props, "volumetric_sample_distribution", text="Distribution")
class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
bl_label = "Volumetric Lighting"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_lights", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_lights
layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
bl_label = "Volumetric Shadows"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_shadows", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_shadows
layout.prop(props, "volumetric_shadow_samples", text="Samples")
class RENDER_PT_eevee_next_volumes(RenderButtonsPanel, Panel):
bl_label = "Volumes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "volumetric_tile_size", text="Resolution")
col.prop(props, "volumetric_samples", text="Steps")
col.prop(props, "volumetric_sample_distribution", text="Distribution")
col = layout.column()
col.prop(props, "volumetric_ray_depth", text="Max Depth")
class RENDER_PT_eevee_next_volumes_range(RenderButtonsPanel, Panel):
bl_label = "Custom Range"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_eevee_next_volumes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volume_custom_range", text="")
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_volume_custom_range
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column(align=True)
col.prop(props, "volumetric_start")
col.prop(props, "volumetric_end")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.active = props.use_ssr
col.prop(props, "use_ssr_refraction", text="Refraction")
col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
col.prop(props, "ssr_border_fade")
col.prop(props, "ssr_firefly_fac")
class RENDER_PT_eevee_next_raytracing_presets(PresetPanel, Panel):
bl_label = "Raytracing Presets"
preset_subdir = "eevee/raytracing"
preset_operator = "script.execute_preset"
preset_add_operator = "render.eevee_raytracing_preset_add"
class RENDER_PT_eevee_next_raytracing(RenderButtonsPanel, Panel):
bl_label = "Raytracing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
props = context.scene.eevee
self.layout.prop(props, "use_raytracing", text="")
def draw_header_preset(self, _context):
RENDER_PT_eevee_next_raytracing_presets.draw_panel_header(self.layout)
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_raytracing
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(props, "ray_tracing_method", text="Method")
options = context.scene.eevee.ray_tracing_options
col.prop(options, "resolution_scale")
col.prop(options, "trace_max_roughness", text="Max Roughness")
class RENDER_PT_eevee_next_screen_trace(RenderButtonsPanel, Panel):
bl_label = "Screen Tracing"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
use_screen_trace = (context.scene.eevee.ray_tracing_method == 'SCREEN')
return (context.engine in cls.COMPAT_ENGINES) and use_screen_trace
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_raytracing
layout.use_property_split = True
layout.use_property_decorate = False
props = context.scene.eevee.ray_tracing_options
col = layout.column()
col.prop(props, "screen_trace_quality", text="Precision")
col.prop(props, "screen_trace_thickness", text="Thickness")
class RENDER_PT_eevee_next_gi_approximation(RenderButtonsPanel, Panel):
bl_label = "Fast GI Approximation"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_raytracing
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(props, "fast_gi_method")
layout.prop(props, "fast_gi_resolution", text="Resolution")
col = layout.column(align=True)
col.prop(props, "fast_gi_ray_count", text="Rays")
col.prop(props, "fast_gi_step_count", text="Steps")
col.prop(props, "fast_gi_quality", text="Precision")
col = layout.column(align=True)
col.prop(props, "fast_gi_distance")
col.prop(props, "fast_gi_thickness_near", text="Thickness Near")
col.prop(props, "fast_gi_thickness_far", text="Far")
layout.prop(props, "fast_gi_bias", text="Bias")
class RENDER_PT_eevee_next_denoise(RenderButtonsPanel, Panel):
bl_label = "Denoising"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_eevee_next_raytracing"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
self.layout.active = context.scene.eevee.use_raytracing
props = context.scene.eevee.ray_tracing_options
self.layout.prop(props, "use_denoise", text="")
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_raytracing
layout.use_property_split = True
layout.use_property_decorate = False
props = context.scene.eevee.ray_tracing_options
col = layout.column()
col.active = props.use_denoise
col.prop(props, "denoise_spatial")
col = layout.column()
col.active = props.use_denoise and props.denoise_spatial
col.prop(props, "denoise_temporal")
col = layout.column()
col.active = props.use_denoise and props.denoise_spatial and props.denoise_temporal
col.prop(props, "denoise_bilateral")
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_cube_size", text="Cube Size")
col.prop(props, "shadow_cascade_size", text="Cascade Size")
col.prop(props, "use_shadow_high_bitdepth")
col.prop(props, "use_soft_shadows")
col.prop(props, "light_threshold")
class RENDER_PT_eevee_next_clamping(RenderButtonsPanel, Panel):
bl_label = "Clamping"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
pass
class RENDER_PT_eevee_next_clamping_surface(RenderButtonsPanel, Panel):
bl_label = "Surface"
bl_parent_id = "RENDER_PT_eevee_next_clamping"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "clamp_surface_direct", text="Direct Light")
col.prop(props, "clamp_surface_indirect", text="Indirect Light")
class RENDER_PT_eevee_next_clamping_volume(RenderButtonsPanel, Panel):
bl_label = "Volume"
bl_parent_id = "RENDER_PT_eevee_next_clamping"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "clamp_volume_direct", text="Direct Light")
col.prop(props, "clamp_volume_indirect", text="Indirect Light")
class RENDER_PT_eevee_next_sampling_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_parent_id = "RENDER_PT_eevee_next_sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_shadows", text="")
def draw(self, context):
scene = context.scene
props = scene.eevee
layout = self.layout
layout.active = props.use_shadows
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column(heading="Tracing", align=True)
col.prop(props, "shadow_ray_count", text="Rays")
col.prop(props, "shadow_step_count", text="Steps")
col = layout.column(align=False, heading="Volume Shadows")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_volumetric_shadows", text="")
sub = sub.row(align=True)
sub.active = props.use_volumetric_shadows
sub.prop(props, "volumetric_shadow_samples", text="Steps")
col = layout.column()
col.prop(props, "shadow_resolution_scale", text="Resolution")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "taa_render_samples", text="Render")
col.prop(props, "taa_samples", text="Viewport")
col = layout.column()
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_next_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
pass
class RENDER_PT_eevee_next_sampling_viewport(RenderButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "RENDER_PT_eevee_next_sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "taa_samples", text="Samples")
col.prop(props, "use_taa_reprojection", text="Temporal Reprojection")
col.prop(props, "use_shadow_jitter_viewport", text="Jittered Shadows")
# Add SSS sample count here.
class RENDER_PT_eevee_next_sampling_render(RenderButtonsPanel, Panel):
bl_label = "Render"
bl_parent_id = "RENDER_PT_eevee_next_sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "taa_render_samples", text="Samples")
# Add SSS sample count here.
class RENDER_PT_eevee_next_sampling_advanced(RenderButtonsPanel, Panel):
bl_label = "Advanced"
bl_parent_id = "RENDER_PT_eevee_next_sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "light_threshold")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col.prop(props, "gi_diffuse_bounces")
col.prop(props, "gi_cubemap_resolution")
col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
col.prop(props, "gi_irradiance_smoothing")
col.prop(props, "gi_glossy_clamp")
col.prop(props, "gi_filter_quality")
class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
bl_label = "Display"
bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
row = layout.row(align=True)
row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
row.prop(props, "gi_show_cubemaps", text="", toggle=True)
row = layout.row(align=True)
row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
row.prop(props, "gi_show_irradiance", text="", toggle=True)
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
props = scene.eevee
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "film_transparent", text="Transparent")
col = layout.column(align=False, heading="Overscan")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_overscan", text="")
sub = sub.row(align=True)
sub.active = props.use_overscan
sub.prop(props, "overscan_size", text="")
class RENDER_PT_eevee_next_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
props = scene.eevee
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "film_transparent", text="Transparent")
col = layout.column(align=False, heading="Overscan")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_overscan", text="")
sub = sub.row(align=True)
sub.active = props.use_overscan
sub.prop(props, "overscan_size", text="")
def draw_curves_settings(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(rd, "hair_type", text="Shape", expand=True)
layout.prop(rd, "hair_subdiv")
class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
bl_label = "Curves"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
draw_curves_settings(self, context)
class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(rd, "use_high_quality_normals")
class CompositorPerformanceButtonsPanel:
bl_label = "Compositor"
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
row = col.row()
row.prop(rd, "compositor_device", text="Device", expand=True)
col.prop(rd, "compositor_precision", text="Precision")
class RENDER_PT_eevee_performance_compositor(RenderButtonsPanel, CompositorPerformanceButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RENDER_PT_eevee_performance"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
class RENDER_PT_eevee_performance_memory(RenderButtonsPanel, Panel):
bl_label = "Memory"
bl_parent_id = "RENDER_PT_eevee_performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
props = scene.eevee
layout.prop(props, "shadow_pool_size", text="Shadow Pool")
layout.prop(props, "gi_irradiance_pool_size", text="Light Probes Volume Pool")
class RENDER_PT_eevee_performance_viewport(RenderButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "RENDER_PT_eevee_performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
col = layout.column()
col.prop(rd, "preview_pixel_size", text="Pixel Size")
class RENDER_PT_gpencil(RenderButtonsPanel, Panel):
bl_label = "Grease Pencil"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.grease_pencil_settings
col = layout.column()
col.prop(props, "antialias_threshold")
class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.display
col = layout.column()
col.prop(props, "render_aa", text="Render")
col.prop(props, "viewport_aa", text="Viewport")
class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
layout.prop(rd, "film_transparent", text="Transparent")
class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
bl_label = "Lighting"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_lighting.draw(self, context)
class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
bl_label = "Color"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_color._draw_color_type(self, context)
class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_options.draw(self, context)
class RENDER_PT_simplify(RenderButtonsPanel, Panel):
bl_label = "Simplify"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
pass
class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles", text="Max Child Particles")
col = flow.column()
col.prop(rd, "simplify_volumes", text="Volume Resolution")
col = flow.column()
col.prop(rd, "use_simplify_normals", text="Normals")
class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
bl_label = "Render"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel, GreasePencilSimplifyPanel):
bl_label = "Grease Pencil"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_GAME',
'BLENDER_CLAY',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
bl_options = {'DEFAULT_CLOSED'}
class RENDER_PT_hydra_debug(RenderButtonsPanel, Panel):
bl_label = "Hydra Debug"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 200
COMPAT_ENGINES = {'HYDRA_STORM'}
@classmethod
def poll(cls, context):
prefs = context.preferences
return (context.engine in cls.COMPAT_ENGINES) and prefs.view.show_developer_ui
def draw(self, context):
layout = self.layout
layout.use_property_split = True
hydra = context.scene.hydra
layout.prop(hydra, "export_method")
classes = (
RENDER_PT_context,
RENDER_PT_eevee_sampling,
RENDER_PT_eevee_next_sampling,
RENDER_PT_eevee_next_sampling_viewport,
RENDER_PT_eevee_next_sampling_render,
RENDER_PT_eevee_next_sampling_shadows,
RENDER_PT_eevee_next_sampling_advanced,
RENDER_PT_eevee_next_clamping,
RENDER_PT_eevee_next_clamping_surface,
RENDER_PT_eevee_next_clamping_volume,
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_bloom,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_next_raytracing_presets,
RENDER_PT_eevee_next_raytracing,
RENDER_PT_eevee_next_screen_trace,
RENDER_PT_eevee_next_denoise,
RENDER_PT_eevee_next_gi_approximation,
RENDER_PT_eevee_motion_blur,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_volumetric_lighting,
RENDER_PT_eevee_volumetric_shadows,
RENDER_PT_eevee_next_volumes,
RENDER_PT_eevee_next_volumes_range,
RENDER_PT_eevee_hair,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,
RENDER_PT_eevee_indirect_lighting_display,
RENDER_PT_simplify,
RENDER_PT_simplify_viewport,
RENDER_PT_simplify_render,
RENDER_PT_simplify_greasepencil,
RENDER_PT_eevee_depth_of_field,
RENDER_PT_eevee_next_depth_of_field,
RENDER_PT_eevee_next_motion_blur,
RENDER_PT_eevee_next_motion_blur_curve,
RENDER_PT_eevee_film,
RENDER_PT_eevee_next_film,
RENDER_PT_eevee_performance,
RENDER_PT_eevee_performance_memory,
RENDER_PT_eevee_performance_viewport,
RENDER_PT_eevee_performance_compositor,
RENDER_PT_gpencil,
RENDER_PT_opengl_sampling,
RENDER_PT_opengl_lighting,
RENDER_PT_opengl_color,
RENDER_PT_opengl_options,
RENDER_PT_opengl_film,
RENDER_PT_hydra_debug,
RENDER_PT_color_management,
RENDER_PT_color_management_display_settings,
RENDER_PT_color_management_curves,
RENDER_PT_color_management_white_balance_presets,
RENDER_PT_color_management_white_balance,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)