[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43570] trunk/blender/intern/cycles/ blender/addon/properties.py: use property definitions more consistant with other addons in trunk.

Campbell Barton ideasman42 at gmail.com
Fri Jan 20 19:31:35 CET 2012


Revision: 43570
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43570
Author:   campbellbarton
Date:     2012-01-20 18:31:23 +0000 (Fri, 20 Jan 2012)
Log Message:
-----------
use property definitions more consistant with other addons in trunk. (no functional change)

Modified Paths:
--------------
    trunk/blender/intern/cycles/blender/addon/properties.py

Modified: trunk/blender/intern/cycles/blender/addon/properties.py
===================================================================
--- trunk/blender/intern/cycles/blender/addon/properties.py	2012-01-20 18:03:55 UTC (rev 43569)
+++ trunk/blender/intern/cycles/blender/addon/properties.py	2012-01-20 18:31:23 UTC (rev 43570)
@@ -33,79 +33,190 @@
 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)

@@ Diff output truncated at 10240 characters. @@


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