[Bf-python] Added shader settings to BPy Materials
Campbell Barton
cbarton at metavr.com
Mon Jun 6 03:16:48 CEST 2005
Hi, Im crossposting from the bugtracker here hope nobody minds-
Patch is on-
https://projects.blender.org/tracker/index.php?func=detail&aid=2703&group_id=9&atid=127
______
Hi All - I was writing a povray exporter and saw that many settings were
missing form the Python Material API, so I added them.
Added get/set and class vars for all of the following.
static PyObject *Material_getSpecShader( BPy_Material * self );
static PyObject *Material_getDiffuseShader( BPy_Material * self );
static PyObject *Material_getRoughness( BPy_Material * self );
static PyObject *Material_getSpecSize( BPy_Material * self );
static PyObject *Material_getDiffuseSize( BPy_Material * self );
static PyObject *Material_getSpecSmooth( BPy_Material * self );
static PyObject *Material_getDiffuseSmooth( BPy_Material * self );
static PyObject *Material_getDiffuseDarkness( BPy_Material * self );
static PyObject *Material_getRefracIndex( BPy_Material * self );
static PyObject *Material_getRms( BPy_Material * self );
static PyObject *Material_getFilter( BPy_Material * self );
static PyObject *Material_getTranslucency( BPy_Material * self );
the 2 shader get/sets accept ints, a Material.Shaders dict has been
added that holds the ints for specylar and diffuse shaders.
Also cleaned up the Material code a bit- Mode dict had items being added
Multiple Times and was Called Lamp_Mode, rather then Material_Mode, aslo
some docstrings had not been modified (.nrighs was refered tro multiple
times)
- Cam
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