def draw(self, context): layout = self.layout scene = context.scene world = context.world space = context.space_data if scene: layout.template_ID(scene, "world", new="world.new") elif world: layout.template_ID(space, "pin_id") if context.world: VRayWorld = context.world.vray layout.separator() layout.prop(VRayWorld, 'global_light_level', slider=True) classes.NtreeWidget(layout, VRayWorld, "World Tree", "vray.add_nodetree_world", 'WORLD') if not classes.TreeHasNodes(VRayWorld.ntree): return activeNode = VRayWorld.ntree.nodes[-1] layout.separator() classes.DrawNodePanel(context, self.layout, activeNode, PLUGINS)
def draw(self, context): layout = self.layout ob = context.object lamp = context.lamp space = context.space_data if ob: layout.template_ID(ob, 'data') elif lamp: layout.template_ID(space, 'pin_id') VRayLight = lamp.vray layout.separator() layout.prop(lamp, 'type', expand=True) lightSubTypeAttr = LibUtils.LampSubType[lamp.type] if lightSubTypeAttr is not None: layout.prop(VRayLight, lightSubTypeAttr, expand=True) lightPluginName = LibUtils.GetLightPluginName(lamp) lightPropGroup = getattr(VRayLight, lightPluginName) layout.separator() classes.NtreeWidget(layout, VRayLight, "Lamp Tree", "vray.add_nodetree_light", 'LAMP') layout.separator() classes.DrawPluginUI(context, layout, VRayLight, lightPropGroup, lightPluginName, PLUGINS['LIGHT'][lightPluginName]) layout.separator() if lamp.type == 'AREA': layout.prop(VRayLight.LightRectangle, 'is_disc') if VRayLight.LightRectangle.is_disc: split = layout.split() col = split.column() col.prop(lamp, 'size') else: layout.prop(lamp, 'shape', expand=True) split = layout.split() if lamp.shape == 'SQUARE': col = split.column() col.prop(lamp, 'size') else: row = split.row(align=True) row.prop(lamp, 'size', text="X") row.prop(lamp, 'size_y', text="Y") elif lamp.type == 'SPOT': split = layout.split() col = split.column() col.prop(lamp, "show_cone") if VRayLight.spot_type == 'SPOT': col.prop(lamp, 'spot_size', text="Size") col.prop(lamp, 'spot_blend', text="Blend")
def draw(self, context): layout = self.layout scene = context.scene VRayScene = scene.vray layout.prop(scene, "camera") layout.prop(scene, "background_set", text="Background") layout.prop(scene, "active_clip", text="Active Clip") classes.NtreeWidget(layout, VRayScene, "Channels Tree", "vray.add_nodetree_scene", 'SCENE')
def RenderMaterialPanel(mat, context, layout): if not mat: return VRayMaterial = mat.vray layout.separator() layout.prop(mat, "diffuse_color", text="Viewport Color") layout.separator() classes.NtreeWidget(layout, VRayMaterial, "Shading Tree", "vray.add_nodetree_material", 'MATERIAL') if not classes.TreeHasNodes(VRayMaterial.ntree): return activeNode = VRayMaterial.ntree.nodes[-1] layout.separator() classes.DrawNodePanel(context, layout, activeNode, PLUGINS)
def draw(self, context): VRayObject = context.object.vray classes.NtreeWidget(self.layout, VRayObject, "Object Tree", "vray.add_nodetree_object", 'OBJECT')