[Bf-blender-cvs] [a2929edf28e] blender2.8: Merge branch 'master' into blender2.8
Campbell Barton
noreply at git.blender.org
Thu Jul 12 11:11:27 CEST 2018
Commit: a2929edf28e8638eff72ee57ed58e79bbab4b283
Author: Campbell Barton
Date: Thu Jul 12 11:04:53 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBa2929edf28e8638eff72ee57ed58e79bbab4b283
Merge branch 'master' into blender2.8
===================================================================
===================================================================
diff --cc intern/cycles/blender/addon/properties.py
index 51e887d08ca,c97d942af9d..7f0cb7e875f
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@@ -157,283 -156,289 +158,283 @@@ class CyclesRenderSettings(bpy.types.Pr
@classmethod
def register(cls):
bpy.types.Scene.cycles = PointerProperty(
- name="Cycles Render Settings",
- description="Cycles render settings",
- type=cls,
- )
+ name="Cycles Render Settings",
+ description="Cycles render settings",
+ type=cls,
+ )
cls.device = EnumProperty(
- name="Device",
- description="Device to use for rendering",
- items=enum_devices,
- default='CPU',
- )
+ name="Device",
+ description="Device to use for rendering",
+ items=enum_devices,
+ default='CPU',
+ )
cls.feature_set = EnumProperty(
- name="Feature Set",
- description="Feature set to use for rendering",
- items=enum_feature_set,
- default='SUPPORTED',
- )
+ name="Feature Set",
+ description="Feature set to use for rendering",
+ items=enum_feature_set,
+ default='SUPPORTED',
+ )
cls.shading_system = BoolProperty(
- name="Open Shading Language",
- description="Use Open Shading Language (CPU rendering only)",
- )
+ name="Open Shading Language",
+ description="Use Open Shading Language (CPU rendering only)",
+ )
cls.progressive = EnumProperty(
- name="Integrator",
- description="Method to sample lights and materials",
- items=enum_integrator,
- default='PATH',
- )
+ name="Integrator",
+ description="Method to sample lights and materials",
+ items=enum_integrator,
+ default='PATH',
+ )
cls.use_square_samples = BoolProperty(
- name="Square Samples",
- description="Square sampling values for easier artist control",
- default=False,
- )
+ name="Square Samples",
+ description="Square sampling values for easier artist control",
+ default=False,
+ )
cls.samples = IntProperty(
- name="Samples",
- description="Number of samples to render for each pixel",
- min=1, max=2147483647,
- default=128,
- )
+ name="Samples",
+ description="Number of samples to render for each pixel",
+ min=1, max=2147483647,
+ default=128,
+ )
cls.preview_samples = IntProperty(
- name="Preview Samples",
- description="Number of samples to render in the viewport, unlimited if 0",
- min=0, max=2147483647,
- default=32,
- )
+ name="Preview Samples",
+ description="Number of samples to render in the viewport, unlimited if 0",
+ min=0, max=2147483647,
+ default=32,
+ )
cls.preview_pause = BoolProperty(
- name="Pause Preview",
- description="Pause all viewport preview renders",
- default=False,
- )
+ name="Pause Preview",
+ description="Pause all viewport preview renders",
+ default=False,
+ )
- cls.preview_active_layer = BoolProperty(
- name="Preview Active Layer",
- description="Preview active render layer in viewport",
- default=False,
- )
-
cls.aa_samples = IntProperty(
- name="AA Samples",
- description="Number of antialiasing samples to render for each pixel",
- min=1, max=2097151,
- default=128,
- )
+ name="AA Samples",
+ description="Number of antialiasing samples to render for each pixel",
+ min=1, max=2097151,
+ default=128,
+ )
cls.preview_aa_samples = IntProperty(
- name="AA Samples",
- description="Number of antialiasing samples to render in the viewport, unlimited if 0",
- min=0, max=2097151,
- default=32,
- )
+ name="AA Samples",
+ description="Number of antialiasing samples to render in the viewport, unlimited if 0",
+ min=0, max=2097151,
+ default=32,
+ )
cls.diffuse_samples = IntProperty(
- name="Diffuse Samples",
- description="Number of diffuse bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Diffuse Samples",
+ description="Number of diffuse bounce samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.glossy_samples = IntProperty(
- name="Glossy Samples",
- description="Number of glossy bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Glossy Samples",
+ description="Number of glossy bounce samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.transmission_samples = IntProperty(
- name="Transmission Samples",
- description="Number of transmission bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Transmission Samples",
+ description="Number of transmission bounce samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.ao_samples = IntProperty(
- name="Ambient Occlusion Samples",
- description="Number of ambient occlusion samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Ambient Occlusion Samples",
+ description="Number of ambient occlusion samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.mesh_light_samples = IntProperty(
- name="Mesh Light Samples",
- description="Number of mesh emission light samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Mesh Light Samples",
+ description="Number of mesh emission light samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.subsurface_samples = IntProperty(
- name="Subsurface Samples",
- description="Number of subsurface scattering samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Subsurface Samples",
+ description="Number of subsurface scattering samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.volume_samples = IntProperty(
- name="Volume Samples",
- description="Number of volume scattering samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
+ name="Volume Samples",
+ description="Number of volume scattering samples to render for each AA sample",
+ min=1, max=1024,
+ default=1,
+ )
cls.sampling_pattern = EnumProperty(
- name="Sampling Pattern",
- description="Random sampling pattern used by the integrator",
- items=enum_sampling_pattern,
- default='SOBOL',
- )
+ name="Sampling Pattern",
+ description="Random sampling pattern used by the integrator",
+ items=enum_sampling_pattern,
+ default='SOBOL',
+ )
cls.use_layer_samples = EnumProperty(
- name="Layer Samples",
- description="How to use per render layer sample settings",
- items=enum_use_layer_samples,
- default='USE',
- )
+ name="Layer Samples",
+ description="How to use per render layer sample settings",
+ items=enum_use_layer_samples,
+ default='USE',
+ )
cls.sample_all_lights_direct = BoolProperty(
- name="Sample All Direct Lights",
- description="Sample all lights (for direct samples), rather than randomly picking one",
- default=True,
- )
+ name="Sample All Direct Lights",
+ description="Sample all lights (for direct samples), rather than randomly picking one",
+ default=True,
+ )
cls.sample_all_lights_indirect = BoolProperty(
- name="Sample All Indirect Lights",
- description="Sample all lights (for indirect samples), rather than randomly picking one",
- default=True,
- )
+ name="Sample All Indirect Lights",
+ description="Sample all lights (for indirect samples), rather than randomly picking one",
+ default=True,
+ )
cls.light_sampling_threshold = FloatProperty(
-
@@ Diff output truncated at 10240 characters. @@
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