Files
test2/scripts/startup/bl_ui/node_add_menu_shader.py
David Murmann ee51f643b0 Cycles: Ray Portal BSDF
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.

This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.

Pull Request: https://projects.blender.org/blender/blender/pulls/114386
2024-04-29 12:37:51 +02:00

393 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2022-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu
from bl_ui import node_add_menu
from bpy.app.translations import (
pgettext_iface as iface_,
)
# only show input/output nodes when editing line style node trees
def line_style_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'LINESTYLE')
# only show nodes working in world node trees
def world_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'WORLD')
# only show nodes working in object node trees
def object_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'OBJECT')
def cycles_shader_nodes_poll(context):
return context.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.engine in {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
def object_cycles_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
cycles_shader_nodes_poll(context))
def object_not_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
not eevee_shader_nodes_poll(context))
def object_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_shader_nodes_poll(context))
class NODE_MT_category_shader_input(Menu):
bl_idname = "NODE_MT_category_shader_input"
bl_label = "Input"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeAmbientOcclusion")
node_add_menu.add_node_type(layout, "ShaderNodeAttribute")
node_add_menu.add_node_type(layout, "ShaderNodeBevel")
node_add_menu.add_node_type(layout, "ShaderNodeCameraData")
node_add_menu.add_node_type(layout, "ShaderNodeVertexColor")
node_add_menu.add_node_type(layout, "ShaderNodeHairInfo")
node_add_menu.add_node_type(layout, "ShaderNodeFresnel")
node_add_menu.add_node_type(layout, "ShaderNodeNewGeometry")
node_add_menu.add_node_type(layout, "ShaderNodeLayerWeight")
node_add_menu.add_node_type(layout, "ShaderNodeLightPath")
node_add_menu.add_node_type(layout, "ShaderNodeObjectInfo")
node_add_menu.add_node_type(layout, "ShaderNodeParticleInfo")
node_add_menu.add_node_type(layout, "ShaderNodePointInfo")
node_add_menu.add_node_type(layout, "ShaderNodeRGB")
node_add_menu.add_node_type(layout, "ShaderNodeTangent")
node_add_menu.add_node_type(layout, "ShaderNodeTexCoord")
node_add_menu.add_node_type(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context))
node_add_menu.add_node_type(layout, "ShaderNodeUVMap")
node_add_menu.add_node_type(layout, "ShaderNodeValue")
node_add_menu.add_node_type(layout, "ShaderNodeVolumeInfo")
node_add_menu.add_node_type(layout, "ShaderNodeWireframe")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_output(Menu):
bl_idname = "NODE_MT_category_shader_output"
bl_label = "Output"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputMaterial",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputLight",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputAOV",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputWorld",
poll=world_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputLineStyle",
poll=line_style_shader_nodes_poll(context),
)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_shader(Menu):
bl_idname = "NODE_MT_category_shader_shader"
bl_label = "Shader"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(
layout,
"ShaderNodeAddShader",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBackground",
poll=world_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfDiffuse",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeEmission",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfGlass",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfGlossy",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfHair",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeHoldout",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeMixShader",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfPrincipled",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfHairPrincipled",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumePrincipled"
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfRayPortal",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfRefraction",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfSheen",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeEeveeSpecular",
poll=object_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeSubsurfaceScattering",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfToon",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfTranslucent",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfTransparent",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumeAbsorption",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumeScatter",
)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_color(Menu):
bl_idname = "NODE_MT_category_shader_color"
bl_label = "Color"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBrightContrast")
node_add_menu.add_node_type(layout, "ShaderNodeGamma")
node_add_menu.add_node_type(layout, "ShaderNodeHueSaturation")
node_add_menu.add_node_type(layout, "ShaderNodeInvert")
node_add_menu.add_node_type(layout, "ShaderNodeLightFalloff")
props = node_add_menu.add_node_type(layout, "ShaderNodeMix", label=iface_("Mix Color"))
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'RGBA'"
node_add_menu.add_node_type(layout, "ShaderNodeRGBCurve")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_converter(Menu):
bl_idname = "NODE_MT_category_shader_converter"
bl_label = "Converter"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBlackbody")
node_add_menu.add_node_type(layout, "ShaderNodeClamp")
node_add_menu.add_node_type(layout, "ShaderNodeValToRGB")
node_add_menu.add_node_type(layout, "ShaderNodeCombineColor")
node_add_menu.add_node_type(layout, "ShaderNodeCombineXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeFloatCurve")
node_add_menu.add_node_type(layout, "ShaderNodeMapRange")
node_add_menu.add_node_type(layout, "ShaderNodeMath")
node_add_menu.add_node_type(layout, "ShaderNodeMix")
node_add_menu.add_node_type(layout, "ShaderNodeRGBToBW")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateColor")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context))
node_add_menu.add_node_type(layout, "ShaderNodeVectorMath")
node_add_menu.add_node_type(layout, "ShaderNodeWavelength")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_texture(Menu):
bl_idname = "NODE_MT_category_shader_texture"
bl_label = "Texture"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeTexBrick")
node_add_menu.add_node_type(layout, "ShaderNodeTexChecker")
node_add_menu.add_node_type(layout, "ShaderNodeTexEnvironment")
node_add_menu.add_node_type(layout, "ShaderNodeTexGradient")
node_add_menu.add_node_type(layout, "ShaderNodeTexIES")
node_add_menu.add_node_type(layout, "ShaderNodeTexImage")
node_add_menu.add_node_type(layout, "ShaderNodeTexMagic")
node_add_menu.add_node_type(layout, "ShaderNodeTexNoise")
node_add_menu.add_node_type(layout, "ShaderNodeTexPointDensity")
node_add_menu.add_node_type(layout, "ShaderNodeTexSky")
node_add_menu.add_node_type(layout, "ShaderNodeTexVoronoi")
node_add_menu.add_node_type(layout, "ShaderNodeTexWave")
node_add_menu.add_node_type(layout, "ShaderNodeTexWhiteNoise")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_vector(Menu):
bl_idname = "NODE_MT_category_shader_vector"
bl_label = "Vector"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBump")
node_add_menu.add_node_type(layout, "ShaderNodeDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeMapping")
node_add_menu.add_node_type(layout, "ShaderNodeNormal")
node_add_menu.add_node_type(layout, "ShaderNodeNormalMap")
node_add_menu.add_node_type(layout, "ShaderNodeVectorCurve")
node_add_menu.add_node_type(layout, "ShaderNodeVectorDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeVectorRotate")
node_add_menu.add_node_type(layout, "ShaderNodeVectorTransform")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_script(Menu):
bl_idname = "NODE_MT_category_shader_script"
bl_label = "Script"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeScript")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_group(Menu):
bl_idname = "NODE_MT_category_shader_group"
bl_label = "Group"
def draw(self, context):
layout = self.layout
node_add_menu.draw_node_group_add_menu(context, layout)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_add_all(Menu):
bl_idname = "NODE_MT_shader_node_add_all"
bl_label = "Add"
def draw(self, _context):
layout = self.layout
layout.menu("NODE_MT_category_shader_input")
layout.menu("NODE_MT_category_shader_output")
layout.separator()
layout.menu("NODE_MT_category_shader_color")
layout.menu("NODE_MT_category_shader_converter")
layout.menu("NODE_MT_category_shader_shader")
layout.menu("NODE_MT_category_shader_texture")
layout.menu("NODE_MT_category_shader_vector")
layout.separator()
layout.menu("NODE_MT_category_shader_script")
layout.separator()
layout.menu("NODE_MT_category_shader_group")
layout.menu("NODE_MT_category_layout")
node_add_menu.draw_root_assets(layout)
classes = (
NODE_MT_shader_node_add_all,
NODE_MT_category_shader_input,
NODE_MT_category_shader_output,
NODE_MT_category_shader_color,
NODE_MT_category_shader_converter,
NODE_MT_category_shader_shader,
NODE_MT_category_shader_texture,
NODE_MT_category_shader_vector,
NODE_MT_category_shader_script,
NODE_MT_category_shader_group,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)