Example #1
0
def register():
    from . import ui
    from . import properties
    preferences.register()
    properties.register()
    ui.register()
    node_tree.register()
    sockets.register()
    export_avango.register()
    starter.register()
    nodes.register()

    bpy.utils.register_module(__name__)

    # Idee: root am SceneGraph
    # 1.)
    # alle objects haben CollectionProperty,
    # sollte beim exportieren des scene graphs ein die CollectionProperty eines
    # Hierarchieknotens leer sein, wird ein default FieldContainer des
    # passenden typs erstellt
    # 2.) wenn ein Node gelöscht wird, soll auf referenzierten blender objecten
    #   vorher die Referenz auf diesen Node entfernt werden

    #bpy.types.Object.avango_nodes = bpy.props.CollectionProperty(
    #  type=bpy.types.PropertyGroup)

    if 'AVANGO_NODES' in nu._node_categories:
        nu.unregister_node_categories('AVANGO_NODES')
    nu.register_node_categories('AVANGO_NODES', node_categories)
Example #2
0
def register():
    bpy.utils.register_class(CrowdMasterTree)
    bpy.utils.register_class(DefaultSocket)
    bpy.utils.register_class(StateSocket)
    bpy.utils.register_class(DependanceSocket)
    bpy.utils.register_class(LogicNode)
    bpy.utils.register_class(StateNode)

    bpy.utils.register_class(InputNode)
    bpy.utils.register_class(GraphNode)
    bpy.utils.register_class(AndNode)
    bpy.utils.register_class(OrNode)
    bpy.utils.register_class(StrongNode)
    bpy.utils.register_class(WeakNode)
    bpy.utils.register_class(QueryTagNode)
    bpy.utils.register_class(SetTagNode)
    bpy.utils.register_class(VariableNode)
    bpy.utils.register_class(FilterNode)
    bpy.utils.register_class(MapNode)
    bpy.utils.register_class(OutputNode)
    bpy.utils.register_class(PriorityNode)
    bpy.utils.register_class(EventNode)
    bpy.utils.register_class(PythonNode)
    bpy.utils.register_class(PrintNode)

    bpy.utils.register_class(StartState)
    bpy.utils.register_class(ActionState)

    bpy.utils.register_class(NoteNode)

    nodeitems_utils.register_node_categories("CrowdMaster_NODES", node_categories)
def register():
    bpy.utils.register_class(HookSocketType)
    bpy.utils.register_class(MyCustomNode)
    bpy.utils.register_class(HookNode)
    bpy.utils.register_class(StrangeInput)
    bpy.utils.register_class(StrangeOutput)
    nodeitems_utils.register_node_categories("REIGHLEYNODES", node_categories)
Example #4
0
def reload_menu():
    menu, node_count, original_categories = make_categories()
    if 'SVERCHOK' in nodeitems_utils._node_categories:
        nodeitems_utils.unregister_node_categories("SVERCHOK")
    nodeitems_utils.register_node_categories("SVERCHOK", menu)
    
    build_help_remap(original_categories)
def register():
    bpy.utils.register_class(MyCustomTree)
    bpy.utils.register_class(MyCustomSocket)
    bpy.utils.register_class(MyCustomNode)
    bpy.utils.register_class(MyCustomGroup)

    nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
Example #6
0
def register():
	bpy.utils.register_class(UwatelaNodeTree)
	bpy.utils.register_class(UwatelaNodeSocket)
	bpy.utils.register_class(UwatelaMeshMoveNode)
	bpy.utils.register_class(UwatelaObjectInputNode)

	nodeitems_utils.register_node_categories("UWATELA", node_categories)
Example #7
0
def register():
    menu, node_count = make_categories()
    if 'SVERCHOK' in nodeitems_utils._node_categories:
        nodeitems_utils.unregister_node_categories("SVERCHOK")
    nodeitems_utils.register_node_categories("SVERCHOK", menu)

    print("\n** Sverchok loaded with {i} nodes **".format(i=node_count))
Example #8
0
def register():
    bpy.utils.register_class(CrowdMasterTree)
    bpy.utils.register_class(DefaultSocket)
    bpy.utils.register_class(StateSocket)
    bpy.utils.register_class(DependanceSocket)
    bpy.utils.register_class(LogicNode)
    bpy.utils.register_class(StateNode)

    bpy.utils.register_class(NewInputNode)
    bpy.utils.register_class(GraphNode)
    bpy.utils.register_class(MathNode)
    bpy.utils.register_class(AndNode)
    bpy.utils.register_class(OrNode)
    bpy.utils.register_class(NotNode)
    bpy.utils.register_class(StrongNode)
    bpy.utils.register_class(WeakNode)
    bpy.utils.register_class(SetTagNode)
    bpy.utils.register_class(FilterNode)
    bpy.utils.register_class(MapNode)
    bpy.utils.register_class(OutputNode)
    bpy.utils.register_class(PriorityNode)
    bpy.utils.register_class(PrintNode)

    bpy.utils.register_class(StartState)
    bpy.utils.register_class(ActionState)

    bpy.utils.register_class(NoteNode)
    bpy.utils.register_class(SimNoteTextFromClipboard)
    bpy.utils.register_class(SimNoteClear)

    nodeitems_utils.register_node_categories(
        "CrowdMaster_NODES", node_categories)
Example #9
0
def register():
	bpy.utils.register_module(__name__)
	try:
		nodeitems_utils.register_node_categories("CG_PIPELINE_NODES", node_categories)
		reload_blend_data()
	except:
		pass
Example #10
0
def register():
    bpy.utils.register_class(NodeComment)
    bpy.utils.register_class(CommentNode)

    try:
        nodeitems_utils.register_node_categories("COMMENT_NODES", comment_node_categories)
    except:
        pass
Example #11
0
def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.splash = PointerProperty(type=SplashSettings)

    import nodeitems_utils
    nodeitems_utils.register_node_categories("SPLASH_NODES", nodes.node_categories)
Example #12
0
def register():
	registerIfPossible(__name__)
	for moduleName in moduleNames:
		registerIfPossible(moduleName)
	categories = mn_node_register.getNodeCategories()
	register_node_categories("ANIMATIONNODES", categories)
	
	bpy.types.Scene.mn_settings = PointerProperty(type = AnimationNodesSettings, name = "Animation Node Settings")
Example #13
0
def register():
    util.safe_register_class(AppleseedOSLNodeTree)
    node_list = util.read_osl_shaders()
    for node in node_list:
        try:
            node_name, node_category = oslnode.generate_node(node)
            osl_node_names.append([node_name, node_category])
        except:
            pass
    register_node_categories("APPLESEED", node_categories(osl_node_names))
Example #14
0
def register():

    bpy.utils.register_module(__name__)
    nodeitems_utils.register_node_categories("POVRAYNODES", node_categories)
    bpy.types.DATA_PT_metaball.append(menu_func_meta)
    bpy.types.INFO_MT_add.append(menu_func_add)
    bpy.types.INFO_MT_file_import.append(menu_func_import)
    bpy.types.NODE_HT_header.append(menu_func_nodes)
    bpy.types.PARTICLE_PT_cache.append(menu_func_particles_bake)
    bpy.types.WORLD_PT_context_world.append(menu_func_world)
Example #15
0
def register():
    bpy.utils.register_class(B4W_LogicEditorErrTextWrap)
    bpy.utils.register_class(B4W_LogicEditorErrors)
    bpy.utils.register_class(B4W_LogicNodeTree)
    bpy.utils.register_class(B4W_LogicNode)
    bpy.utils.register_class(B4W_LogicNodeJumpSocket)
    bpy.utils.register_class(B4W_LogicNodeOrderSocket)

    nodeitems_utils.register_node_categories("B4W_LOGIC_CUSTOM_NODES", node_categories)
    register_hotkey()
Example #16
0
def register():

    bpy.utils.register_module(__name__)    
    
    #Only appends the header once during development
#    if not bpy.context.scene.appended_header:
    bpy.types.NODE_HT_header.append(SceneNodesHeader)
#        bpy.context.scene.appended_header = True    

    if 'SCENE_NODES' in nodeitems_utils._node_categories:
        nodeitems_utils.unregister_node_categories("SCENE_NODES")
    nodeitems_utils.register_node_categories("SCENE_NODES", node_categories)
Example #17
0
    def register(self):
        class PyNodesCategory(nodeitems_utils.NodeCategory):
            @classmethod
            def poll(cls, context):
                space = context.space_data
                if not (space.type == 'NODE_EDITOR' and space.tree_type == self.nodetree_cls.bl_idname):
                    return False
                return True

        node_category_items = lambda node_classes : [ nodeitems_utils.NodeItem(getattr(cls, "bl_idname", cls.__name__)) for cls in node_classes ]
        node_categories = [ PyNodesCategory(name, name, items=node_category_items(node_classes)) for name, node_classes in self.node_items.items() ]
        nodeitems_utils.register_node_categories(self.nodetree_cls.bl_idname, node_categories)
Example #18
0
def FLOW_nodecats(perform):
    import nodeitems_utils as nu
    node_categories = nu._node_categories

    if perform == 'unregister':
        if FLOW in node_categories:
            nu.unregister_node_categories(FLOW)

    elif perform == 'register':
        from FLOW.flow_nodes_index import make_categories
        if not (FLOW in node_categories):
            nu.register_node_categories(FLOW, make_categories())
Example #19
0
def register():
    # === Blender classes ===
    bpy.utils.register_module(__name__)
    nodeitems_utils.register_node_categories("CUSTOM_CATEGORIES", categories)

    # === Model setup ===
    # Scene global used by NodeTree & Nodes for communication with Adapter
    # Workaround due to NodeTree/Node non-persistent classes
    bpy.types.Scene.observable = Observable()
    # Adapter observes nodetree scene global
    bpy.types.Scene.adapter = Adapter(bpy.types.Scene.observable)
    print("Nodearama registered successfully.")
Example #20
0
def register():

    for cls in classes:
        bpy.utils.register_class(cls)
 
    user_preferences = bpy.context.user_preferences
    prefs = user_preferences.addons[__package__].preferences


    #Register pointer property if not already done
    if  not hasattr(bpy.types.Scene, "OSLProps"):
        bpy.types.Scene.OSLProps = bpy.props.PointerProperty(type=OSLProps, name="Renderman OSL Settings")
    
    
    #from bpy.app.handlers import persistent

    #@persistent
    #def load_handler(dummy):
    categories = {}

    for name, arg_file in args_files_in_path(prefs, None).items():
        generate_node_type(prefs, name, ET.parse(arg_file).getroot())

    pattern_nodeitems = []
    bxdf_nodeitems = []
    light_nodeitems = []
    for name, node_type in RendermanPatternGraph.nodetypes.items():
        node_item = NodeItem(name, label=node_type.bl_label)
        if node_type.renderman_node_type == 'pattern':
            pattern_nodeitems.append(node_item)
        elif node_type.renderman_node_type == 'bxdf':
            bxdf_nodeitems.append(node_item)
        elif node_type.renderman_node_type == 'light':
            light_nodeitems.append(node_item)
       

    # all categories in a list
    node_categories = [
        # identifier, label, items list
        RendermanPatternNodeCategory("PRMan_output_nodes", "PRMan outputs", 
            items = [RendermanOutputNode]),
        RendermanPatternNodeCategory("PRMan_bxdf", "PRMan Bxdfs",  
            items=sorted(bxdf_nodeitems, key=attrgetter('_label')) ),
        RendermanPatternNodeCategory("PRMan_patterns", "PRMan Patterns",  
            items=sorted(pattern_nodeitems, key=attrgetter('_label')) ),
        RendermanPatternNodeCategory("PRMan_lights", "PRMan Lights",  
            items=sorted(light_nodeitems, key=attrgetter('_label')) )

        ]
    nodeitems_utils.register_node_categories("RENDERMANSHADERNODES", 
        node_categories)
Example #21
0
def register():
    bpy.utils.register_class(RendermanShaderSocket)    
    bpy.utils.register_class(RendermanNodeSocketColor)  
    bpy.utils.register_class(RendermanNodeSocketFloat)  
    bpy.utils.register_class(RendermanNodeSocketInt)   
    bpy.utils.register_class(RendermanNodeSocketString)
    bpy.utils.register_class(RendermanNodeSocketVector)       
    
    user_preferences = bpy.context.user_preferences
    prefs = user_preferences.addons[__package__].preferences


    #from bpy.app.handlers import persistent

    #@persistent
    #def load_handler(dummy):
    categories = {}

    for name, arg_file in args_files_in_path(prefs, None).items():
        generate_node_type(prefs, name, ET.parse(arg_file).getroot())

    pattern_nodeitems = []
    bxdf_nodeitems = []
    light_nodeitems = []
    for name, node_type in RendermanPatternGraph.nodetypes.items():
        node_item = NodeItem(name, label=node_type.bl_label)
        if node_type.renderman_node_type == 'pattern':
            pattern_nodeitems.append(node_item)
        elif node_type.renderman_node_type == 'bxdf':
            bxdf_nodeitems.append(node_item)
        elif node_type.renderman_node_type == 'light':
            light_nodeitems.append(node_item)
       

    # all categories in a list
    node_categories = [
        # identifier, label, items list
        RendermanPatternNodeCategory("PRMan_output_nodes", "PRMan outputs", 
            items = [RendermanOutputNode]),
        RendermanPatternNodeCategory("PRMan_bxdf", "PRMan Bxdfs",  
            items=sorted(bxdf_nodeitems, key=attrgetter('_label')) ),
        RendermanPatternNodeCategory("PRMan_patterns", "PRMan Patterns",  
            items=sorted(pattern_nodeitems, key=attrgetter('_label')) ),
        RendermanPatternNodeCategory("PRMan_lights", "PRMan Lights",  
            items=sorted(light_nodeitems, key=attrgetter('_label')) )

        ]
    nodeitems_utils.register_node_categories("RENDERMANSHADERNODES", 
        node_categories)
Example #22
0
def register():
	#  two calls needed
	#  one for registering the things in this file
	#  the other everything that lives in the fake 'animation_nodes'
	#  namespace. It registers everything else.
	bpy.utils.register_module(__name__)
	bpy.utils.register_module("animation_nodes")

	categories = mn_node_register.getNodeCategories()
	# if we use F8 reload this happens.
	if "ANIMATIONNODES" in nodeitems_utils._node_categories:
		unregister_node_categories("ANIMATIONNODES")
	register_node_categories("ANIMATIONNODES", categories)
	
	bpy.types.Scene.mn_settings = PointerProperty(type = AnimationNodesSettings, name = "Animation Node Settings")
	print("Loaded Animation Nodes with {} modules".format(len(animation_nodes_modules)))
Example #23
0
def register():
    import nodeitems_utils
    from .utils import sv_tools, text_editor_plugins, text_editor_submenu

    node_tree.register()
    for n in nodes_list:
        n.register()
    sv_tools.register()
    text_editor_plugins.register()
    text_editor_submenu.register()
    handlers.register()

    bpy.utils.register_class(SverchokPreferences)

    if 'SVERCHOK' not in nodeitems_utils._node_categories:
        nodeitems_utils.register_node_categories("SVERCHOK", menu.make_categories())
Example #24
0
def register():
    bpy.app.handlers.load_post.append( appleseed_scene_loaded)
    bpy.app.handlers.scene_update_pre.append( appleseed_scene_loaded)
    nodeitems_utils.register_node_categories("APPLESEED", appleseed_node_categories)
    bpy.utils.register_class( AppleseedNodeTree)
    ashikhmin_brdf.register()
    bsdf_blend.register()
    diffuse_btdf.register()
    disney_brdf.register()
    kelemen_brdf.register()
    lambertian_brdf.register()
    microfacet_brdf.register()
    orennayar_brdf.register()
    specular_brdf.register()
    specular_btdf.register()
    texture.register()
    normal.register()
    material.register()
Example #25
0
def register():
    # all categories in a list
    node_categories = [
        # identifier, label, items list
        SORTPatternNodeCategory("SORT_bxdf", "SORT Bxdfs",items= [NodeItem("SORTNodeLambert"),NodeItem("SORTNodeMerl"),NodeItem("SORTNodeMicrofacetReflection"),NodeItem("SORTNodeMicrofacetRefraction"),NodeItem("SORTNodeOrenNayar")] ),
        SORTPatternNodeCategory("SORT_operator", "SORT Operator",items= [NodeItem("SORTNodeAdd"),NodeItem("SORTNodeMultiply"),NodeItem("SORTNodeBlend"),NodeItem("SORTNodeLerp")] ),
        SORTPatternNodeCategory("SORT_texture", "SORT Texture",items= [NodeItem("SORTNodeGrid"),NodeItem("SORTNodeCheckbox"),NodeItem("SORTNodeImage")] ),
        SORTPatternNodeCategory("SORT_constant", "SORT Constant",items= [NodeItem("SORTNodeConstant")] ),
        SORTPatternNodeCategory("SORT_input", "SORT Input",items=[],),
    ]
    nodeitems_utils.register_node_categories("SORTSHADERNODES",node_categories)

    # register node types
    SORTPatternGraph.nodetypes[SORTNodeLambert] = 'SORTNodeLambert'
    SORTPatternGraph.nodetypes[SORTNodeMerl] = 'SORTNodeMerl'
    SORTPatternGraph.nodetypes[SORTNodeMicrofacetReflection] = 'SORTNodeMicrofacetReflection'
    SORTPatternGraph.nodetypes[SORTNodeMicrofacetRefraction] = 'SORTNodeMicrofacetRefraction'
    SORTPatternGraph.nodetypes[SORTNodeOrenNayar] = 'SORTNodeOrenNayar'
Example #26
0
def register():
    import nodeitems_utils
    categors_menu = menu.make_categories()
    print("** Sverchok has  {i} nodes **".format(i=categors_menu[1]))
    for m in imported_modules + node_list:
        if hasattr(m, "register"):
            m.register()
        else:
            pass
            #print("failed to register {}".format(m.__name__))
    if 'SVERCHOK' not in nodeitems_utils._node_categories:
        nodeitems_utils.register_node_categories("SVERCHOK", categors_menu[0])
    if reload_event:
        # tag reload event which will cause a full sverchok startup on
        # first update event
        for m in imported_modules:
            if m.__name__ == "data_structure":
                m.RELOAD_EVENT = True
        print("Sverchok is reloaded, press update")
Example #27
0
def register():
    bpy.utils.register_class(CrowdMasterAGenTree)
    bpy.utils.register_class(GeoSocket)
    bpy.utils.register_class(TemplateSocket)

    bpy.utils.register_class(GenerateNode)
    bpy.utils.register_class(AddToGroupNode)

    bpy.utils.register_class(ObjectInputNode)
    bpy.utils.register_class(GroupInputNode)
    bpy.utils.register_class(LinkGroupNode)
    bpy.utils.register_class(ConstrainBoneNode)
    bpy.utils.register_class(ModifyBoneNode)
    bpy.utils.register_class(GeoSwitchNode)
    bpy.utils.register_class(TemplateSwitchNode)
    bpy.utils.register_class(ParentNode)
    bpy.utils.register_class(material_entry)
    bpy.utils.register_class(material_UIList)
    bpy.utils.register_class(SCENE_OT_cm_materialsNode_add)
    bpy.utils.register_class(SCENE_OT_cm_materialsNode_remove)
    bpy.utils.register_class(RandomMaterialNode)
    bpy.utils.register_class(TemplateNode)
    bpy.utils.register_class(OffsetNode)
    bpy.utils.register_class(RandomNode)
    bpy.utils.register_class(PointTowardsNode)
    bpy.utils.register_class(CombineNode)
    bpy.utils.register_class(RandomPositionNode)
    bpy.utils.register_class(MeshPositionNode)
    bpy.utils.register_class(VCOLPositionNode)
    bpy.utils.register_class(PathPositionNode)
    bpy.utils.register_class(FormationPositionNode)
    bpy.utils.register_class(TargetPositionNode)
    bpy.utils.register_class(ObstacleNode)
    bpy.utils.register_class(GroundNode)
    bpy.utils.register_class(SettagNode)

    bpy.utils.register_class(NoteNode)
    bpy.utils.register_class(GenNoteTextFromClipboard)
    bpy.utils.register_class(GenNoteClear)

    nodeitems_utils.register_node_categories(
        "AGEN_CUSTOM_NODES", agen_node_categories)
def register():
    bpy.utils.register_class(TaskTree)
    for prop, proptype in taskdna.Props.get_bpy_types():
        setattr(bpy.types.TaskTree, 'task_{}'.format(prop), proptype())
    bpy.types.TaskTree.task_name = bpy.props.StringProperty()
    def get_nodes(self, context):
        too_many = len(self.nodes) >= 32
        return [
            tuple([node.name] * 3) for node in self.nodes
            if node.select or not too_many]
    bpy.types.TaskTree.task_deps = bpy.props.EnumProperty(
        items=get_nodes,options={'ENUM_FLAG'})
    for bpy_class in (TaskSocket, TaskNode):
        bpy.utils.register_class(bpy_class)
    nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
    for bpy_class in (
            CreateTask, TasksImport, TasksExport, TasksExportCSV,
            TasksImportCSV, TaskCreatePanel,
            TaskIOPanel, SearchOperator, SearchPanel, StatsPanel): 
        bpy.utils.register_class(bpy_class)
Example #29
0
def register():
    properties.register()
    interface.register()
    node_tree.register()
    field_container.register()
    exporter.register()

    # Idee: root am SceneGraph
# 1.)
# alle objects haben CollectionProperty,
# sollte beim exportieren des scene graphs ein die CollectionProperty eines
# Hierarchieknotens leer sein, wird ein default FieldContainer des
# passenden typs erstellt
# 2.) wenn ein Node gelöscht wird, soll auf referenzierten blender objecten
#   vorher die Referenz auf diesen Node entfernt werden

    #bpy.types.Object.avango_nodes = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)

    if not 'AVANGO_NODES' in nu._node_categories:
        nu.register_node_categories('AVANGO_NODES', node_categories)
Example #30
0
def register():
    bpy.utils.register_class(CrowdMasterTree)
    bpy.utils.register_class(DefaultSocket)
    bpy.utils.register_class(StateSocket)
    bpy.utils.register_class(DependanceSocket)
    bpy.utils.register_class(LogicNode)
    bpy.utils.register_class(StateNode)

    bpy.utils.register_class(NewInputNode)
    bpy.utils.register_class(GraphNode)
    bpy.utils.register_class(MathNode)
    bpy.utils.register_class(AndNode)
    bpy.utils.register_class(OrNode)
    bpy.utils.register_class(NotNode)
    bpy.utils.register_class(SetTagNode)
    bpy.utils.register_class(FilterNode)
    bpy.utils.register_class(MapNode)
    bpy.utils.register_class(OutputNode)
    bpy.utils.register_class(PriorityNode)
    bpy.utils.register_class(PrintNode)

    bpy.utils.register_class(StartState)
    bpy.utils.register_class(ActionState)

    bpy.utils.register_class(NoteNode)
    bpy.utils.register_class(SimNoteClear)

    bpy.utils.register_class(CrowdMasterMuteSimNodes)

    nodeitems_utils.register_node_categories(
        "CrowdMaster_NODES", node_categories)

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        global keyMap
        keyMap = kc.keymaps.new(name='Node Editor', space_type='NODE_EDITOR')

        kmi = keyMap.keymap_items.new('node.cm_sim_mute', 'M', 'PRESS')
        keyMapItems.append(kmi)
Example #31
0
def register():
    bpy.utils.register_class(MyCustomTree)
    bpy.utils.register_class(MyCustomSocket)
    bpy.utils.register_class(MyCustomNode)

    nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
Example #32
0
def register():
    nodeitems_utils.register_node_categories("LUXCORE_TEXTURE_TREE", luxcore_node_categories_texture)
Example #33
0
def register():
    categories = get_categories()
    nodeitems_utils.register_node_categories('elements_node_tree', categories)
Example #34
0
def register():
    bpy.utils.register_class(ShaderNode_MultiInput)
    nodeitems_utils.register_node_categories("SH_MultiInput", node_categories)
Example #35
0
def register():
    nodeitems_utils.register_node_categories("SHADER", shader_node_categories)
    nodeitems_utils.register_node_categories("COMPOSITING", compositor_node_categories)
    nodeitems_utils.register_node_categories("TEXTURE", texture_node_categories)
Example #36
0
def register():
    nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
    nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
    nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
    nodeitems_utils.register_node_categories('GEOMETRY', geometry_node_categories)
Example #37
0
def register():
    for x in classes:
        register_class(x)

    nodeitems_utils.register_node_categories('RENIM_MAPPING_NODES',
                                             node_categories)
Example #38
0
def register():
    nodeitems_utils.register_node_categories("LUXCORE_VOLUME_TREE",
                                             luxcore_node_categories_volume)
Example #39
0
def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    nodeitems_utils.register_node_categories('CUSTOM_NODES', bdc.node_categories)
Example #40
0
def register():
    bpy.utils.register_class(CGPipelineTree)
    bpy.utils.register_class(BeginNode)
    bpy.utils.register_class(DrawMeshesNode)
    bpy.utils.register_class(DrawRectsNode)
    bpy.utils.register_class(DrawDecalsNode)
    bpy.utils.register_class(ClearTargetNode)
    bpy.utils.register_class(ClearImageNode)
    bpy.utils.register_class(GenerateMipmapsNode)
    bpy.utils.register_class(SetTargetNode)
    bpy.utils.register_class(SetViewportNode)
    bpy.utils.register_class(BindTargetNode)
    bpy.utils.register_class(DrawMaterialQuadNode)
    bpy.utils.register_class(DrawQuadNode)
    bpy.utils.register_class(DrawWorldNode)
    bpy.utils.register_class(DrawCompositorNode)
    bpy.utils.register_class(DrawCompositorWithFXAANode)
    bpy.utils.register_class(DrawGreasePencilNode)
    bpy.utils.register_class(TargetNode)
    bpy.utils.register_class(ShadowMapNode)
    bpy.utils.register_class(ImageNode)
    bpy.utils.register_class(Image3DNode)
    bpy.utils.register_class(TargetArrayNode)
    bpy.utils.register_class(DepthBufferNode)
    bpy.utils.register_class(GBufferNode)
    bpy.utils.register_class(FramebufferNode)
    bpy.utils.register_class(QuadPassNode)
    bpy.utils.register_class(SSAOPassNode)
    bpy.utils.register_class(SSAOReprojectPassNode)
    bpy.utils.register_class(ApplySSAOPassNode)
    bpy.utils.register_class(SSRPassNode)
    bpy.utils.register_class(BloomPassNode)
    bpy.utils.register_class(MotionBlurPassNode)
    bpy.utils.register_class(MotionBlurVelocityPassNode)
    bpy.utils.register_class(CopyPassNode)
    bpy.utils.register_class(MatIDToDepthNode)
    bpy.utils.register_class(BlendPassNode)
    bpy.utils.register_class(CombinePassNode)
    bpy.utils.register_class(BlurBasicPassNode)
    bpy.utils.register_class(DebugNormalsPassNode)
    bpy.utils.register_class(FXAAPassNode)
    bpy.utils.register_class(SSResolveNode)
    bpy.utils.register_class(SMAAPassNode)
    bpy.utils.register_class(TAAPassNode)
    bpy.utils.register_class(SSSPassNode)
    bpy.utils.register_class(WaterPassNode)
    bpy.utils.register_class(DeferredLightPassNode)
    bpy.utils.register_class(DeferredIndirectPassNode)
    bpy.utils.register_class(VolumetricLightPassNode)
    bpy.utils.register_class(TranslucentResolvePassNode)
    bpy.utils.register_class(ScreenNode)
    bpy.utils.register_class(BackgroundColorNode)
    bpy.utils.register_class(LampCountNode)
    bpy.utils.register_class(CallFunctionNode)
    bpy.utils.register_class(BranchFunctionNode)
    bpy.utils.register_class(MergeStagesNode)
    bpy.utils.register_class(LoopStagesNode)
    bpy.utils.register_class(LoopLampsNode)
    bpy.utils.register_class(DrawStereoNode)

    nodeitems_utils.register_node_categories("CG_PIPELINE_NODES", node_categories)
Example #41
0
def register():
    global original_poll_func
    original_poll_func = ShaderNodeCategory.poll
    ShaderNodeCategory.poll = hide_func
    nodeitems_utils.register_node_categories("PBRT_SHADER_NODES",
                                             pbrt_shader_node_category)
def register():
    nodeitems_utils.register_node_categories('elements_node_tree',
                                             node_categories)
Example #43
0
def register():
	bpy.utils.register_module(__name__)
	try:
		nodeitems_utils.register_node_categories("CG_NODES", node_categories)
	except:
		pass
Example #44
0
def register():
  nodeitems_utils.register_node_categories("GameGraphType", node_categories)
Example #45
0
def register():
    categories = getNodeCategories()
    register_node_categories("ANIMATIONNODES", categories)