[Bf-extensions-cvs] [73409214] master: Second pass to update properties for 2.8... To be continued
Maurice Raybaud
noreply at git.blender.org
Sun Apr 14 22:11:01 CEST 2019
Commit: 7340921481ba4ed67c22e36981c6ab87754ec4b3
Author: Maurice Raybaud
Date: Sun Apr 14 22:10:50 2019 +0200
Branches: master
https://developer.blender.org/rBA7340921481ba4ed67c22e36981c6ab87754ec4b3
Second pass to update properties for 2.8... To be continued
===================================================================
M render_povray/__init__.py
M render_povray/nodes.py
M render_povray/render.py
M render_povray/ui.py
===================================================================
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 3b5980f0..ebbeebe6 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -547,6 +547,349 @@ class RenderPovSettingsScene(PropertyGroup):
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(PropertyGroup):
+######################Begin Old Blender Internal Props#########################
+
+ use_transparency: BoolProperty(
+ name="Transparency", description="Render material as transparent",
+ default=False)
+
+ alpha: FloatProperty(
+ name="Alpha",
+ description="Alpha transparency of the material",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ ambient: FloatProperty(
+ name="Ambient",
+ description="Amount of global ambient color the material receives",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ diffuse_color: FloatVectorProperty(
+ name="Diffuse color",
+ description=("Diffuse color of the material"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.6,0.6,0.6), options={'ANIMATABLE'}, subtype='COLOR')
+
+ darkness: FloatProperty(
+ name="Darkness",
+ description="Minnaert darkness",
+ min=0.0, max=2.0, soft_min=0.0, soft_max=2.0, default=1.0, precision=3)
+
+ diffuse_fresnel: FloatProperty(
+ name="Diffuse fresnel",
+ description="Power of Fresnel",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=1.0, precision=3)
+
+ diffuse_fresnel_factor: FloatProperty(
+ name="Diffuse fresnel factor",
+ description="Blending factor of Fresnel",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=0.5, precision=3)
+
+ diffuse_intensity: FloatProperty(
+ name="Diffuse intensity",
+ description="Amount of diffuse reflection multiplying color",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.8, precision=3)
+
+ diffuse_ramp_blend: EnumProperty(
+ name="Diffuse ramp blend",
+ description="Blending method of the ramp and the diffuse color",
+ items=(("MIX", "Mix", ""),
+ ("ADD", "Add", ""),
+ ("MULTIPLY", "Multiply", ""),
+ ("SUBTRACT", "Subtract", ""),
+ ("SCREEN", "Screen", ""),
+ ("DIVIDE", "Divide", ""),
+ ("DIFFERENCE", "Difference", ""),
+ ("DARKEN", "Darken", ""),
+ ("LIGHTEN", "Lighten", ""),
+ ("OVERLAY", "Overlay", ""),
+ ("DODGE", "Dodge", ""),
+ ("BURN", "Burn", ""),
+ ("HUE", "Hue", ""),
+ ("SATURATION", "Saturation", ""),
+ ("VALUE", "Value", ""),
+ ("COLOR", "Color", ""),
+ ("SOFT_LIGHT", "Soft light", ""),
+ ("LINEAR_LIGHT", "Linear light", "")),
+ default="MIX")
+
+ diffuse_ramp_factor: FloatProperty(
+ name="Factor",
+ description="Blending factor (also uses alpha in Colorband)",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ diffuse_ramp_input: EnumProperty(
+ name="Input",
+ description="How the ramp maps on the surface",
+ items=(("SHADER", "Shader", ""),
+ ("ENERGY", "Energy", ""),
+ ("NORMAL", "Normal", ""),
+ ("RESULT", "Result", "")),
+ default="SHADER")
+
+ diffuse_shader: EnumProperty(
+ name="Diffuse Shader Model",
+ description="How the ramp maps on the surface",
+ items=(("LAMBERT", "Lambert", "Use a Lambertian shader"),
+ ("OREN_NAYAR", "Oren-Nayar", "Use an Oren-Nayar shader"),
+ ("MINNAERT", "Minnaert", "Use a Minnaert shader"),
+ ("FRESNEL", "Fresnel", "Use a Fresnel shader")),
+ default="LAMBERT")
+
+ diffuse_toon_size: FloatProperty(
+ name="Size",
+ description="Size of diffuse toon area",
+ min=0.0, max=3.14, soft_min=0.0, soft_max=3.14, default=0.5, precision=3)
+
+ diffuse_toon_smooth: FloatProperty(
+ name="Smooth",
+ description="Smoothness of diffuse toon area",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)
+
+ emit: FloatProperty(
+ name="Emit",
+ description="Amount of light to emit",
+ min=0.0, soft_min=0.0, #max=inf, soft_max=inf,
+ default=0.0, precision=3)
+
+ mirror_color: FloatVectorProperty(
+ name="Mirror color",
+ description=("Mirror color of the material"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.6,0.6,0.6), options={'ANIMATABLE'}, subtype='COLOR')
+
+ roughness: FloatProperty(
+ name="Roughness",
+ description="Oren-Nayar Roughness",
+ min=0.0, max=3.14, soft_min=0.0, soft_max=3.14, default=0.5, precision=3)
+
+ halo: BoolProperty(
+ name="Halo", description=" Halo settings for the material",
+ default=False)
+ #(was readonly in Blender2.79, never None)
+
+ line_color: FloatVectorProperty(
+ name="Line color",
+ description=("Line color used for Freestyle line rendering"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.0,0.0,0.0), options={'ANIMATABLE'}, subtype='COLOR')
+
+ #diffuse_ramp:
+ ##Color ramp used to affect diffuse shading
+ ##Type: ColorRamp, (readonly)
+
+ #cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']
+ #layout.template_color_ramp(cr_node, "color_ramp", expand=True)
+
+ #ou
+
+ #class bpy.types.ColorRamp(bpy_struct)
+
+ line_priority: IntProperty(
+ name="Recursion Limit",
+ description="The line color of a higher priority is used at material boundaries",
+ min=0, max=32767, default=0)
+
+ specular_color: FloatVectorProperty(
+ name="Specular color",
+ description=("Specular color of the material "),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(1.0,1.0,1.0), options={'ANIMATABLE'}, subtype='COLOR')
+
+ specular_hardness: IntProperty(
+ name="Hardness",
+ description="How hard (sharp) the specular reflection is",
+ min=1, max=511, default=50)
+
+ specular_intensity: FloatProperty(
+ name="Intensity",
+ description="How intense (bright) the specular reflection is",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5, precision=3)
+
+ # specular_ior: FloatProperty(
+ # name="IOR",
+ # description="Specular index of refraction",
+ # min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+
+ # ior: FloatProperty(
+ # name="IOR",
+ # description="Index of refraction",
+ # min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+
+ specular_shader: EnumProperty(
+ name="Specular Shader Model",
+ description="How the ramp maps on the surface",
+ items=(("COOKTORR", "CookTorr", "Use a Cook-Torrance shader"),
+ ("PHONG", "Phong", "Use a Phong shader"),
+ ("BLINN", "Blinn", "Use a Blinn shader"),
+ ("TOON", "Toon", "Use a Toon shader"),
+ ("WARDISO", "WardIso", "Use a Ward anisotropic shader")),
+ default="COOKTORR")
+
+ specular_slope: FloatProperty(
+ name="Slope",
+ description="The standard deviation of surface slope",
+ min=0.0, max=0.4, soft_min=0.0, soft_max=0.4, default=0.1, precision=3)
+
+ specular_toon_size: FloatProperty(
+ name="Size",
+ description="Size of specular toon area",
+ min=0.0, max=0.53, soft_min=0.0, soft_max=0.53, default=0.5, precision=3)
+
+ specular_toon_smooth: FloatProperty(
+ name="Smooth",
+ description="Smoothness of specular toon area",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)
+
+
+ translucency: FloatProperty(
+ name="Translucency",
+ description="Amount of diffuse shading on the back side",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0, precision=3)
+
+ transparency_method: EnumProperty(
+ name="Specular Shader Model",
+ description="Method to use for rendering transparency",
+ items=(("MASK", "Mask", "Mask the background"),
+ ("Z_TRANSPARENCY", "Z Transparency", "Use alpha buffer for transparent faces"),#TO DEPRECATE
+ ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering")),
+ default="MASK")
+
+ type: EnumProperty(
+ name="Type",
+ description="Material type defining how the object is rendered",
+ items=(("SURFACE", "Surface", "Render object as a surface"),
+ ("WIRE", "Wire", "Render the edges of faces as wires (not supported in raytracing)"),#TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
+ ("VOLUME", "Volume", "Render object as a volume"),
+ ("‘HALO’", "Halo", "Render object as halo particles")), #TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
+ default="SURFACE")
+
+ use
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-extensions-cvs
mailing list