panel_code.add_enum("intg_light_method", "Pathtracing", ["scene", "intg_no_recursion", "bool", False, "No Recursion"]) panel_code.add_enum("intg_light_method", "Pathtracing", ["scene", "intg_use_bg", "bool", True, "Use Background"]) panel_code.add_enum("intg_caustic_method", "Photon", ["scene", "intg_photons", "int", True, "Photons"]) panel_code.add_enum("intg_caustic_method", "Photon", ["scene", "intg_caustic_mix", "int", True, "Caus. Mix"]) panel_code.add_enum("intg_caustic_method", "Photon", ["scene", "intg_caustic_depth", "int", True, "Caus. Depth"]) panel_code.add_enum("intg_caustic_method", "Photon", ["scene", "intg_caustic_radius", "float", True, "Caus. Radius"]) panel_code.add_enum("intg_caustic_method", "Path+Photon", ["scene", "intg_photons", "int", True, "Photons"]) panel_code.add_enum("intg_caustic_method", "Path+Photon", ["scene", "intg_caustic_mix", "int", True, "Caus. Mix"]) panel_code.add_enum("intg_caustic_method", "Path+Photon", ["scene", "intg_caustic_depth", "int", True, "Caus. Depth"]) panel_code.add_enum( "intg_caustic_method", "Path+Photon", ["scene", "intg_caustic_radius", "float", True, "Caus. Radius"] ) panel_code.add_enum("intg_light_method", "Debug", ["scene", "intg_debug_type", "enum", False, "Debug Type"]) panel_code.add_enum_values("intg_debug_type", ["N", "dPdU", "dPdV", "NU", "NV", "dSdU", "dSdV"]) panel_code.add_enum( "intg_light_method", "Debug", ["scene", "intg_show_perturbed_normals", "bool", False, "Perturbed Normals"] ) # for item in panel_code.enumerator: # print(item) """other settings """ panel_code.add_additional_poll_text("context.scene.render") panel_code.generate_code(20)
properties.append(['scene','gs_tile_order','enum',False,'Tile order']) properties.append(['scene','gs_auto_threads','bool',False,'Auto Threads']) properties.append(['scene','gs_clay_render','bool',False,'Clay Render']) properties.append(['scene','gs_draw_params','bool',False,'Draw Params']) panel_code.add_enum('gs_draw_params', 'True', ['scene','gs_custom_string','string',False,'Custom String']) properties.append(['scene','gs_auto_save','bool',False,'Auto Save']) properties.append(['scene','gs_auto_alpha','bool',False,'Auto Alpha']) properties.append(['scene','gs_premult','bool',False,'Premult']) properties.append(['scene','gs_transp_shad','bool',False,'Transp. Shadow']) properties.append(['scene','gs_clamp_rgb','bool',False,'Clamp RGB']) properties.append(['scene','gs_show_sam_pix','bool',False,'Show Sam Pix']) panel_code.add_properties(properties) panel_code.add_enum_values('gs_tile_order',['Linear', 'Random']) ''' add constraints ''' panel_code.prop_data['gs_ray_depth'] = {'default' : 2} panel_code.prop_data['gs_shadow_depth'] = {'default' : 2} panel_code.prop_data['gs_threads'] = {'default' : 1} panel_code.prop_data['gs_gamma'] = {'default' : 1.8} panel_code.prop_data['gs_gamma_input'] = {'default' : 1.8} panel_code.prop_data['gs_tile_size'] = {'default' : 32} panel_code.generate_code(8)
panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_a_var','float',True,'Brightness of horizon gradient']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_b_var','float',True,'Luminance of horizon']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_c_var','float',True,'Solar region intensity']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_d_var','float',True,'Width of circumsolar region']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_e_var','float',True,'Backscattered light']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_from','point',True,'From']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_dsaltitude','float',False,'Altitude']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_add_sun','bool',True,'Add Sun']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_sun_power','float',True,'Sun Power']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_background_light','bool',True,'Add Skylight']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_dsnight','bool',False,'Night']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_dsbright','float',False,'Sky Brightness']) panel_code.add_enum('bg_type', 'Darktide\'s Sunsky', ['world','bg_light_samples','int',True,'Samples']) ''' other settings ''' panel_code.add_additional_poll_text('context.world') panel_code.poll_unreg_module.append('properties_world') panel_code.poll_unreg_module.append('properties_texture') panel_code.builtin_module_and_class_reg.append(['properties_world','WORLD_PT_preview']) panel_code.builtin_module_and_class_reg.append(['properties_world','WORLD_PT_context_world']) panel_code.prop_prereq['zenith_color'] = ['blend_sky',True] panel_code.prop_prereq['ambient_color'] = ['use_sky_real',True] panel_code.generate_code(context = 'World', break_value = 15)
'''name space region context label ''' panel_code = DrawPanel('AA_settings','PROPERTIES','WINDOW','render','AA Settings') panel_code.set_file_name('properties_yaf_AA_settings.py') ''' each property consists of five parts - context, name, type, do_implement, label''' properties = [] ''' common properties ''' properties.append(['scene','AA_min_samples','int',False,'AA Samples']) properties.append(['scene','AA_inc_samples','int',False,'AA Inc. Samples']) properties.append(['scene','AA_passes','int',False,'AA Passes']) properties.append(['scene','AA_threshold','float',False,'AA Threshold']) properties.append(['scene','AA_pixelwidth','float',False,'AA Pixelwidth']) properties.append(['scene','AA_filter_type','enum',False,'AA Filter Type']) panel_code.add_properties(properties) panel_code.add_enum_values('AA_filter_type',['Box', 'Mitchell', 'Gauss']) ''' add constraints ''' panel_code.prop_data['AA_min_samples'] = {'default' : 1} panel_code.prop_data['AA_inc_samples'] = {'default' : 1} panel_code.prop_data['AA_passes'] = {'default' : 1} panel_code.prop_data['AA_threshold'] = {'default' : 0.05} panel_code.prop_data['AA_pixelwidth'] = {'default' : 1.5} panel_code.generate_code(3)
panel_code.add_enum('mat_type', 'coated_glossy', ['material','mat_as_diffuse','bool',True,'As Diffuse']) panel_code.add_enum('mat_type', 'coated_glossy', ['material','mat_anisotropic','bool',True,'Anisotropic Color']) panel_code.add_enum('mat_type', 'coated_glossy', ['material','mat_ior','float',False,'IOR']) panel_code.add_enum('mat_type', 'glass', ['material','mat_absorp_color','color', False,'Absorption Color']) panel_code.add_enum('mat_type', 'glass', ['material','mat_absorp_distance','float', False,'Absorption Distance']) panel_code.add_enum('mat_type', 'glass', ['material','mat_filter_color','color', False,'Filter Color']) panel_code.add_enum('mat_type', 'glass', ['material','mat_mirror_color','color', True,'Absorption Color']) panel_code.add_enum('mat_type', 'glass', ['material','mat_ior','float', True,'IOR']) panel_code.add_enum('mat_type', 'glass', ['material','mat_transmit_filter','float', True,'Transmit Filter']) panel_code.add_enum('mat_type', 'glass', ['material','mat_dispersion_power','float', False,'Dispersion Power']) panel_code.add_enum('mat_type', 'glass', ['material','mat_fake_shadows','bool', False,'Fake Shadows']) #needs manual tuning later #panel_code.add_enum('mat_type', 'blend', ['material','mat_mat1','enum', True,'Material 1']) #panel_code.add_enum('mat_type', 'blend', ['material','mat_mat2','enum', True,'Material 2']) panel_code.add_enum('mat_type', 'blend', ['material','mat_blend_value','float', False,'Blend Value']) panel_code.add_additional_poll_text('context.material') panel_code.poll_unreg_module.append('properties_material') panel_code.generate_code(context = 'Material', break_value = 20)
panel_code.add_enum('camera_type', 'perspective', ['camera','bokeh_type','enum',False,'Bokeh Type']) panel_code.add_enum('camera_type', 'perspective', ['camera','aperture','float',False,'Aperture']) panel_code.add_enum('camera_type', 'perspective', ['camera','dof_distance','float',True,'DOF distance']) panel_code.add_enum('camera_type', 'perspective', ['camera','bokeh_rotation','float',False,'Bokeh Rotation']) panel_code.add_enum('camera_type', 'perspective', ['camera','bokeh_bias','enum',False,'Bokeh Bias']) panel_code.add_enum('camera_type', 'perspective', ['camera','lens','float',True,'Focal Length']) ''' default property is in last position ''' panel_code.add_enum_values('bokeh_type',['Disk2','Triangle','Square','Pentagon','Hexagon','Ring','Disk1']) panel_code.add_enum_values('bokeh_bias',['Uniform','Center','Edge']) panel_code.add_enum('camera_type', 'architect', ['camera','bokeh_type','enum',True,'Bokeh Type']) panel_code.add_enum('camera_type', 'architect', ['camera','aperture','float',True,'Aperture']) panel_code.add_enum('camera_type', 'architect', ['camera','dof_distance','float',True,'DOF distance']) panel_code.add_enum('camera_type', 'architect', ['camera','bokeh_rotation','float',True,'Bokeh Rotation']) panel_code.add_enum('camera_type', 'architect', ['camera','bokeh_bias','enum',True,'Bokeh Bias']) panel_code.add_enum('camera_type', 'architect', ['camera','lens','float',True,'Focal Length']) panel_code.add_additional_poll_text('context.camera') panel_code.prop_prereq['lens'] = ['type','PERSP'] panel_code.prop_prereq['ortho_scale'] = ['type','ORTHO'] panel_code.poll_unreg_module.append('properties_data_camera') #DATA_PT_context_camera panel_code.builtin_module_and_class_reg.append(['properties_data_camera','DATA_PT_context_camera']) panel_code.generate_code(context = 'Camera')