[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22477] branches/blender2.5/blender: 2.5: Material buttons
Brecht Van Lommel
brecht at blender.org
Sat Aug 15 21:35:03 CEST 2009
Revision: 22477
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22477
Author: blendix
Date: 2009-08-15 21:35:03 +0200 (Sat, 15 Aug 2009)
Log Message:
-----------
2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_material.py
branches/blender2.5/blender/release/ui/buttons_texture.py
branches/blender2.5/blender/source/blender/blenkernel/intern/ipo.c
branches/blender2.5/blender/source/blender/blenkernel/intern/material.c
branches/blender2.5/blender/source/blender/blenloader/intern/readfile.c
branches/blender2.5/blender/source/blender/editors/preview/previewrender.c
branches/blender2.5/blender/source/blender/gpu/intern/gpu_material.c
branches/blender2.5/blender/source/blender/makesdna/DNA_material_types.h
branches/blender2.5/blender/source/blender/makesrna/intern/rna_material.c
branches/blender2.5/blender/source/blender/render/extern/include/RE_shader_ext.h
branches/blender2.5/blender/source/blender/render/intern/source/convertblender.c
branches/blender2.5/blender/source/blender/render/intern/source/rayshade.c
branches/blender2.5/blender/source/blender/render/intern/source/rendercore.c
branches/blender2.5/blender/source/blender/render/intern/source/shadeinput.c
branches/blender2.5/blender/source/blender/render/intern/source/shadeoutput.c
branches/blender2.5/blender/source/blender/render/intern/source/strand.c
branches/blender2.5/blender/source/blender/render/intern/source/zbuf.c
branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
Modified: branches/blender2.5/blender/release/ui/buttons_material.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_material.py 2009-08-15 19:31:49 UTC (rev 22476)
+++ branches/blender2.5/blender/release/ui/buttons_material.py 2009-08-15 19:35:03 UTC (rev 22477)
@@ -60,15 +60,16 @@
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
- row.itemR(slot, "link", expand=True)
+ row.itemR(slot, "link", text="")
else:
row.itemL()
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
+
+ layout.itemR(mat, "type", expand=True)
-class MATERIAL_PT_material(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_material"
+class MATERIAL_PT_shading(MaterialButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
@@ -81,30 +82,34 @@
space = context.space_data
if mat:
- layout.itemR(mat, "type", expand=True)
if mat.type in ('SURFACE', 'WIRE', 'VOLUME'):
split = layout.split()
col = split.column()
- col.itemR(mat, "alpha", slider=True)
- col.itemR(mat, "ambient", slider=True)
+ col.active = not mat.shadeless
+ col.itemR(mat, "ambient")
col.itemR(mat, "emit")
- col.itemR(mat, "translucency", slider=True)
+ col.itemR(mat, "translucency")
col = split.column()
- col.itemR(mat, "z_transparency")
col.itemR(mat, "shadeless")
- col.itemR(mat, "tangent_shading")
- col.itemR(mat, "cubic", slider=True)
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.itemR(mat, "tangent_shading")
+ sub.itemR(mat, "cubic")
elif mat.type == 'HALO':
- layout.itemR(mat, "alpha", slider=True)
+ layout.itemR(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+ def poll(self, context):
+ mat = context.material
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
@@ -191,8 +196,9 @@
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
-class MATERIAL_PT_shadows(MaterialButtonsPanel):
- __label__ = "Shadows"
+class MATERIAL_PT_shadow(MaterialButtonsPanel):
+ __label__ = "Shadow"
+ __default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
@@ -207,7 +213,7 @@
col.itemR(mat, "transparent_shadows", text="Receive Transparent")
col.itemR(mat, "only_shadow", text="Shadows Only")
col.itemR(mat, "cast_shadows_only", text="Cast Only")
- col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
+ col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.itemR(mat, "cast_buffer_shadows")
@@ -239,7 +245,7 @@
col.itemR(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
- sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
+ sub.itemR(mat, "diffuse_reflection", text="Intensity")
col = split.column()
col.active = (not mat.shadeless)
@@ -255,7 +261,7 @@
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.itemR(mat, "diffuse_toon_size", text="Size")
- row.itemR(mat, "diffuse_toon_smooth", text="Smooth", slider=True)
+ row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
@@ -293,7 +299,7 @@
col = split.column()
col.itemR(mat, "specular_color", text="")
- col.itemR(mat, "specular_reflection", text="Intensity", slider=True)
+ col.itemR(mat, "specular_reflection", text="Intensity")
col = split.column()
col.itemR(mat, "specular_shader", text="")
@@ -311,7 +317,7 @@
elif mat.specular_shader == 'TOON':
row = col.row()
row.itemR(mat, "specular_toon_size", text="Size")
- row.itemR(mat, "specular_toon_smooth", text="Smooth", slider=True)
+ row.itemR(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.itemS()
@@ -354,8 +360,8 @@
col = split.column(align=True)
col.itemR(sss, "color", text="")
col.itemL(text="Blend:")
- col.itemR(sss, "color_factor", text="Color", slider=True)
- col.itemR(sss, "texture_factor", text="Texture", slider=True)
+ col.itemR(sss, "color_factor", text="Color")
+ col.itemR(sss, "texture_factor", text="Texture")
col.itemL(text="Scattering Weight:")
col.itemR(sss, "front")
col.itemR(sss, "back")
@@ -367,14 +373,14 @@
col.itemR(sss, "radius", text="RGB Radius")
col.itemR(sss, "error_tolerance")
-class MATERIAL_PT_raymir(MaterialButtonsPanel):
- __label__ = "Ray Mirror"
+class MATERIAL_PT_mirror(MaterialButtonsPanel):
+ __label__ = "Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
- return mat and (mat.type in 'SURFACE', 'WIRE') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
@@ -394,13 +400,13 @@
split = layout.split()
col = split.column()
- col.itemR(raym, "reflect", text="Reflectivity", slider=True)
+ col.itemR(raym, "reflect", text="Reflectivity")
col.itemR(mat, "mirror_color", text="")
col.itemL(text="Fresnel:")
col.itemR(raym, "fresnel", text="Amount")
sub = col.column()
sub.active = raym.fresnel > 0
- sub.itemR(raym, "fresnel_fac", text="Blend", slider=True)
+ sub.itemR(raym, "fresnel_factor", text="Blend")
col.itemS()
col.itemS()
sub = col.split(percentage=0.4)
@@ -411,67 +417,77 @@
col.itemR(raym, "depth")
col.itemR(raym, "distance", text="Max Dist")
col.itemL(text="Gloss:")
- col.itemR(raym, "gloss", text="Amount", slider=True)
+ col.itemR(raym, "gloss", text="Amount")
sub = col.column()
sub.active = raym.gloss < 1
- sub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
+ sub.itemR(raym, "gloss_threshold", text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
- sub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
+ sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
-class MATERIAL_PT_raytransp(MaterialButtonsPanel):
- __label__= "Ray Transparency"
+class MATERIAL_PT_transp(MaterialButtonsPanel):
+ __label__= "Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
- return mat and (mat.type in 'SURFACE', 'WIRE') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
- rayt = context.material.raytrace_transparency
+ mat = context.material
+ layout.itemR(mat, "transparency", text="")
- layout.itemR(rayt, "enabled", text="")
-
def draw(self, context):
layout = self.layout
mat = context.material
rayt = context.material.raytrace_transparency
- layout.active = rayt.enabled and (not mat.shadeless)
+ row= layout.row()
+ row.itemR(mat, "transparency_method", expand=True)
+ row.active = mat.transparency and (not mat.shadeless)
split = layout.split()
col = split.column()
- col.itemR(rayt, "ior")
- col.itemR(rayt, "falloff")
- col.itemR(rayt, "limit")
+ col.itemL(text="Transparency:")
+ row = col.row()
+ row.itemR(mat, "alpha")
+ row.active = mat.transparency
+ row = col.row()
+ row.itemR(mat, "specular_alpha", text="Specular")
+ row.active = mat.transparency and (not mat.shadeless)
col = split.column()
- col.itemR(rayt, "depth")
- col.itemR(rayt, "filter", slider=True)
- col.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
-
- split = layout.split()
-
- col = split.column()
+ col.active = mat.transparency and (not mat.shadeless)
col.itemL(text="Fresnel:")
col.itemR(rayt, "fresnel", text="Amount")
sub = col.column()
sub.active = rayt.fresnel > 0
- sub.itemR(rayt, "fresnel_fac", text="Blend", slider=True)
+ sub.itemR(rayt, "fresnel_factor", text="Blend")
+
+ if mat.transparency_method == 'RAYTRACE':
+ split = layout.split()
+ split.active = mat.transparency and (not mat.shadeless)
+
+ col = split.column()
+ col.itemR(rayt, "ior")
+ col.itemR(rayt, "filter")
+ col.itemR(rayt, "falloff")
+ col.itemR(rayt, "limit")
+ col.itemR(rayt, "depth")
+
+ col = split.column()
+ col.itemL(text="Gloss:")
+ col.itemR(rayt, "gloss", text="Amount")
+ sub = col.column()
+ sub.active = rayt.gloss < 1
+ sub.itemR(rayt, "gloss_threshold", text="Threshold")
+ sub.itemR(rayt, "gloss_samples", text="Samples")
- col = split.column()
- col.itemL(text="Gloss:")
- col.itemR(rayt, "gloss", text="Amount", slider=True)
- sub = col.column()
- sub.active = rayt.gloss < 1
- sub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
- sub.itemR(rayt, "gloss_samples", text="Samples")
-
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -492,7 +508,7 @@
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
- col.itemR(halo, "add", slider=True)
+ col.itemR(halo, "add")
col.itemL(text="Options:")
col.itemR(halo, "use_texture", text="Texture")
col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
@@ -526,14 +542,15 @@
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
-bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
-bpy.types.register(MATERIAL_PT_raymir)
-bpy.types.register(MATERIAL_PT_raytransp)
+bpy.types.register(MATERIAL_PT_shading)
+bpy.types.register(MATERIAL_PT_transp)
+bpy.types.register(MATERIAL_PT_mirror)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
-bpy.types.register(MATERIAL_PT_shadows)
+bpy.types.register(MATERIAL_PT_shadow)
+
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list