[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. @@



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