def poll(cls, context): material = active_node_mat(context.material) if material is None: return False VRayMaterial = material.vray if VRayMaterial.nodetree: return False return active_node_mat(context.material) and engine_poll(__class__, context)
def poll(cls, context): material = active_node_mat(context.material) if material is None: return False VRayMaterial = material.vray if VRayMaterial.nodetree: return False return active_node_mat(context.material) and engine_poll( __class__, context)
def draw(self, context): layout = self.layout mat = active_node_mat(context.material) layout.label(text="Refraction and Reflections:") split = layout.split() col = split.column() col.prop(mat.bounty, "IOR_refraction") col = split.column() col.menu("TheBounty_presets_ior_list", text=bpy.types.TheBounty_presets_ior_list.bl_label) split = layout.split() col = split.column(align=True) col.prop(mat.bounty, "absorption") layout.prop(mat.bounty, "absorption_dist") col = split.column(align=True) col.label(text="Dispersion power:") col.prop(mat.bounty, "dispersion_power", text="") if mat.bounty.mat_type == "rough_glass": row = layout.row() #box.label(text="Glass roughness:") row.prop(mat.bounty, "refr_roughness", text="Roughness exponent", slider=True)
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "diffuse_color") col.prop(yaf_mat, "emit") layout.row().prop(yaf_mat, "diffuse_reflect", slider=True) col = split.column() sub = col.column() sub.label(text="Reflectance model:") sub.prop(yaf_mat, "brdf_type", text="") brdf = sub.column() brdf.enabled = yaf_mat.brdf_type == "oren-nayar" brdf.prop(yaf_mat, "sigma") layout.separator() box = layout.box() box.label(text="Transparency and translucency:") split = box.split() col = split.column() col.prop(yaf_mat, "transparency", slider=True) col = split.column() col.prop(yaf_mat, "translucency", slider=True) box.row().prop(yaf_mat, "transmit_filter", slider=True)
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) layout.label(text="Refraction and Reflections:") split = layout.split() col = split.column() col.prop(yaf_mat, "IOR_refraction") col = split.column() col.menu("YAF_MT_presets_ior_list", text=bpy.types.YAF_MT_presets_ior_list.bl_label) split = layout.split() col = split.column(align=True) col.prop(yaf_mat, "absorption") col.prop(yaf_mat, "absorption_dist") col = split.column(align=True) col.label(text="Dispersion:") col.prop(yaf_mat, "dispersion_power") if yaf_mat.mat_type == "rough_glass": box = layout.box() box.label(text="Glass roughness:") box.row().prop(yaf_mat, "refr_roughness", slider=True)
def draw(self, context): wide_ui= context.region.width > narrowui ob= context.object ma= active_node_mat(context.material) MtlOverride= ma.vray.MtlOverride layout= self.layout layout.active= MtlOverride.use split= layout.split() col= split.column() col.prop_search(MtlOverride, 'gi_mtl', bpy.data, 'materials', text= "GI") col.prop_search(MtlOverride, 'reflect_mtl', bpy.data, 'materials', text= "Reflection") col.prop_search(MtlOverride, 'refract_mtl', bpy.data, 'materials', text= "Refraction") col.prop_search(MtlOverride, 'shadow_mtl', bpy.data, 'materials', text= "Shadow") layout.separator() split= layout.split() col= split.column() col.prop_search(MtlOverride, 'environment_override', bpy.data, 'textures', text= "Environment") layout.separator() split= layout.split() col= split.column() col.prop(MtlOverride, 'environment_priority')
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "glossy_color") exp = col.column() exp.enabled = yaf_mat.anisotropic == False exp.prop(yaf_mat, "exponent") col = split.column() sub = col.column(align=True) sub.prop(yaf_mat, "anisotropic") ani = sub.column() ani.enabled = yaf_mat.anisotropic == True ani.prop(yaf_mat, "exp_u") ani.prop(yaf_mat, "exp_v") layout.row().prop(yaf_mat, "glossy_reflect", slider=True) layout.row().prop(yaf_mat, "as_diffuse") layout.separator() if yaf_mat.mat_type == "coated_glossy": box = layout.box() box.label(text="Coated layer for glossy:") split = box.split() col = split.column() col.prop(yaf_mat, "coat_mir_col") col = split.column(align=True) col.label(text="Fresnel reflection:") col.prop(yaf_mat, "IOR_reflection") col.label()
def draw(self, context): layout = self.layout mat = active_node_mat(context.material).arnold split = layout.split() col = split.column() col.prop(mat, "diffuse_color", text="") sub = col.column() ## sub.active = (not mat.use_shadeless) sub.prop(mat, "diffuse_weight", text="Weight") col = split.column() ## col.active = (not mat.use_shadeless) ## col.prop(mat, "diffuse_shader", text="") ## col.prop(mat, "use_diffuse_ramp", text="Ramp") col = layout.column() ## col.active = (not mat.use_shadeless) col.prop(mat, "diffuse_roughness") ## col.prop(mat, "") ##def register(): ## bpy.utils.register_module(__name__) ## ##def unregister(): ## bpy.utils.unregister_module(__name__)
def context_tex_datablock(context): idblock = context.material if idblock: return active_node_mat(idblock) idblock = context.lamp if idblock: return idblock idblock = context.world if idblock: return idblock idblock = context.brush if idblock: return idblock idblock = context.line_style if idblock: return idblock if context.particle_system: idblock = context.particle_system.settings return idblock
def draw(self, context): layout = self.layout mat = active_node_mat(context.material) layout.label(text="Refraction and Reflections:") split = layout.split() col = split.column() col.prop(mat.bounty, "IOR_refraction") col = split.column() col.menu("TheBounty_presets_ior_list", text=bpy.types.TheBounty_presets_ior_list.bl_label) split = layout.split() col = split.column(align=True) col.prop(mat.bounty, "absorption") layout.prop(mat.bounty, "absorption_dist") col = split.column(align=True) col.label(text="Dispersion power:") col.prop(mat.bounty, "dispersion_power", text="") if mat.bounty.mat_type == "rough_glass": row = layout.row() #box.label(text="Glass roughness:") row.prop(mat.bounty, "refr_roughness",text="Roughness exponent", slider=True)
def draw(self, context): layout= self.layout mat= active_node_mat(context.material) ob= context.object slot= context.material_slot space= context.space_data wide_ui= context.region.width > narrowui if ob: row = layout.row() row.template_list(ob, "material_slots", ob, "active_material_index", rows=2) col = row.column(align=True) col.operator("object.material_slot_add", icon='ZOOMIN', text="") col.operator("object.material_slot_remove", icon='ZOOMOUT', text="") col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="") if ob.mode == 'EDIT': row = layout.row(align=True) row.operator("object.material_slot_assign", text="Assign") row.operator("object.material_slot_select", text="Select") row.operator("object.material_slot_deselect", text="Deselect") if wide_ui: split = layout.split(percentage=0.65) if ob: split.template_ID(ob, "active_material", new="material.new") row = split.row() if mat: row.prop(mat, "use_nodes", icon="NODETREE", text="") if slot: row.prop(slot, "link", text="") else: row.label() elif mat: split.template_ID(space, "pin_id") split.separator() else: if ob: layout.template_ID(ob, "active_material", new="material.new") elif mat: layout.template_ID(space, "pin_id") if mat: VRayMaterial= mat.vray split= layout.split() col= split.column() col.label(text="Simple materials:") if wide_ui: col= split.column() col.menu('VRAY_MT_preset_material', text="Preset") if wide_ui: layout.prop(VRayMaterial, 'type', expand=True) else: layout.prop(VRayMaterial, 'type')
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) layout.prop(yaf_mat, "pass_index") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "visibility") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "receive_shadows") if yaf_mat.mat_type == "shinydiffusemat": split = layout.split() col = split.column() layout.row().prop(yaf_mat, "flat_material") split = layout.split() col = split.column() row = layout.row() row.prop(yaf_mat, "transparentbias_factor") col = row.column() col.prop(yaf_mat, "transparentbias_multiply_raydepth") if yaf_mat.mat_type != "blend": split = layout.split() col = split.column() layout.row().prop(yaf_mat, "additionaldepth") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "samplingfactor")
def draw(self, context): wide_ui= context.region.width > narrowui ob= context.object ma= active_node_mat(context.material) MtlWrapper= ma.vray.MtlWrapper layout= self.layout layout.active= MtlWrapper.use split= layout.split() col= split.column() col.prop(MtlWrapper, 'generate_gi') col.prop(MtlWrapper, 'receive_gi') if wide_ui: col= split.column() col.prop(MtlWrapper, 'generate_caustics') col.prop(MtlWrapper, 'receive_caustics') split= layout.split() col= split.column() col.prop(MtlWrapper, 'gi_quality_multiplier') split= layout.split() col= split.column() col.label(text="Matte properties") split= layout.split() colL= split.column() colL.prop(MtlWrapper, 'matte_surface') if wide_ui: colR= split.column() else: colR= colL colR.prop(MtlWrapper, 'alpha_contribution') if MtlWrapper.matte_surface: colL.prop(MtlWrapper, 'affect_alpha') colL.prop(MtlWrapper, 'shadows') if MtlWrapper.shadows: colL.prop(MtlWrapper, 'shadow_tint_color') colL.prop(MtlWrapper, 'shadow_brightness') colR.prop(MtlWrapper, 'reflection_amount') colR.prop(MtlWrapper, 'refraction_amount') colR.prop(MtlWrapper, 'gi_amount') colR.prop(MtlWrapper, 'no_gi_on_other_mattes') split= layout.split() col= split.column() col.label(text="Miscellaneous") split= layout.split() col= split.column() col.prop(MtlWrapper, 'gi_surface_id') col.prop(MtlWrapper, 'trace_depth') if wide_ui: col= split.column() col.prop(MtlWrapper, 'matte_for_secondary_rays')
def draw(self, context): wide_ui= context.region.width > narrowui ob= context.object ma= active_node_mat(context.material) VRayMaterial= ma.vray MtlRenderStats= VRayMaterial.MtlRenderStats layout= self.layout split= layout.split() col= split.column() col.prop(VRayMaterial, 'round_edges') if wide_ui: col= split.column() else: col= col.column() col.active= VRayMaterial.round_edges col.prop(VRayMaterial, 'radius', text="Radius") layout.separator() split= layout.split() col= split.column() col.prop(VRayMaterial, 'material_id_number') if wide_ui: col= split.column() else: col= col.column() col.active= VRayMaterial.material_id_number col.prop(VRayMaterial, 'material_id_color', text="") layout.separator() layout.prop(MtlRenderStats, 'use') split= layout.split() split.active= MtlRenderStats.use col= split.column() col.prop(MtlRenderStats, 'visibility', text="Visible") split= layout.split() split.active= MtlRenderStats.use col= split.column() col.label(text="Visible to:") split= layout.split() split.active= MtlRenderStats.use sub= split.column() sub.active= MtlRenderStats.visibility sub.prop(MtlRenderStats, 'camera_visibility', text="Camera") sub.prop(MtlRenderStats, 'gi_visibility', text="GI") sub.prop(MtlRenderStats, 'shadows_visibility', text="Shadows") if wide_ui: sub= split.column() sub.active= MtlRenderStats.visibility sub.prop(MtlRenderStats, 'reflections_visibility', text="Reflections") sub.prop(MtlRenderStats, 'refractions_visibility', text="Refractions")
def draw(self, context): # layout = self.layout mat = active_node_mat(context.material) self.drawTranslucent(context, layout, mat) self.drawSSS(context, layout, mat) self.drawScattering(context, layout, mat)
def draw(self, context): layout= self.layout material= active_node_mat(context.material) VRayMaterial= material.vray BRDFVRayMtl= VRayMaterial.BRDFVRayMtl PLUGINS['BRDF']['BRDFVRayMtl'].gui_options(context, layout, BRDFVRayMtl, material= None)
def draw(self, context): layout = self.layout mat = properties_material.active_node_mat(context.material) layout.prop(mat, "emit", text="Emission Intensity") layout.prop(mat, "iileEmission", text="Emission color")
def poll(cls, context): material = active_node_mat(context.material) if material is None: return False VRayMaterial = material.vray if VRayMaterial.nodetree: return False return engine_poll(__class__, context) and not (VRayMaterial.type == 'EMIT' and VRayMaterial.emitter_type == 'MESH') and not VRayMaterial.type == 'VOL'
def draw(self, context): if context.scene.yafaray.preview.enable: layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.label("Preview dynamic rotation/zoom") split = layout.split() col = split.column() col.prop(context.scene.yafaray.preview, "camRot", text="") col = split.column() row = col.row() row.operator("preview.camzoomout", text='Zoom Out', icon='ZOOM_OUT') col2 = row.column() col2.operator("preview.camzoomin", text='Zoom In', icon='ZOOM_IN') row = col.row() row.label("") row = col.row() row.operator("preview.camrotreset", text='Reset dynamic rotation/zoom') split = layout.split() col = split.column() col.label("Preview object control") split = layout.split() col = split.column() col.prop(context.scene.yafaray.preview, "objScale", text="Scale") col = split.column() col.prop(context.scene.yafaray.preview, "rotZ", text="Z Rotation") col = split.column() col.prop_search(context.scene.yafaray.preview, "previewObject", bpy.data, "objects", text="") split = layout.split() col = split.column() col.label("Preview lights control") col = split.column() col.prop(context.scene.yafaray.preview, "lightRotZ", text="lights Z Rotation") split = layout.split() col = split.column() col.label("Key light:") col = split.column() col.prop(context.scene.yafaray.preview, "keyLightPowerFactor", text="Power factor") col = split.column() col.prop(context.scene.yafaray.preview, "keyLightColor", text="") split = layout.split() col = split.column() col.label("Fill lights:") col = split.column() col.prop(context.scene.yafaray.preview, "fillLightPowerFactor", text="Power factor") col = split.column() col.prop(context.scene.yafaray.preview, "fillLightColor", text="") split = layout.split() col = split.column() col.label("Preview scene control") split = layout.split() col = split.column() col.prop(context.scene.yafaray.preview, "previewRayDepth", text="Ray Depth") col = split.column() col.prop(context.scene.yafaray.preview, "previewAApasses", text="AA samples") col = split.column() col.prop(context.scene.yafaray.preview, "previewBackground", text="")
def draw(self, context): wide_ui = context.region.width > narrowui layout = self.layout material = active_node_mat(context.material) VRayMaterial = material.vray PLUGINS["BRDF"][VRayMaterial.type].gui(context, layout, getattr(VRayMaterial, VRayMaterial.type), material)
def callback_match_BI_diffuse(self, context): if not hasattr(context, 'material'): return material = active_node_mat(context.material) if not context.material: return if not self.as_viewport_color: material.diffuse_color = (0.5, 0.5, 0.5) return material.diffuse_color = self.diffuse
def poll(cls, context): material = active_node_mat(context.material) if material is None: return False VRayMaterial = material.vray if VRayMaterial.nodetree: return False return engine_poll(__class__, context) and not ( VRayMaterial.type == 'EMIT' and VRayMaterial.emitter_type == 'MESH') and not VRayMaterial.type == 'VOL'
def draw(self, context): layout = self.layout mat = active_node_mat(context.material) layout.separator() blend_one_draw(layout, mat) layout.separator() layout.prop(mat.bounty, "blend_value", slider=True) layout.separator() blend_two_draw(layout, mat)
def draw(self, context): layout = self.layout mat = active_node_mat(context.material) layout.separator() blend_one_draw(layout, mat) layout.separator() layout.prop(mat.bounty, "blend_value", slider=True) layout.separator() blend_two_draw(layout, mat) layout.operator('material.parse_blend')
def draw(self, context): wide_ui = context.region.width > narrowui layout = self.layout material = active_node_mat(context.material) VRayMaterial = material.vray PLUGINS['BRDF'][VRayMaterial.type].gui( context, layout, getattr(VRayMaterial, VRayMaterial.type), material)
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "filter_color") col = split.column() col.prop(yaf_mat, "glass_mir_col") layout.row().prop(yaf_mat, "glass_transmit", slider=True) layout.row().prop(yaf_mat, "fake_shadows")
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "wireframe_amount", slider=True, text="Amount") col.prop(yaf_mat, "wireframe_color", text="") col = split.column() col.prop(yaf_mat, "wireframe_thickness", slider=True, text="Thickness") col.prop(yaf_mat, "wireframe_exponent", slider=True, text="Softness")
def draw(self, context): wide_ui= context.region.width > narrowui layout= self.layout ob= context.object ma= active_node_mat(context.material) VRayMaterial= ma.vray VolumeVRayToon= VRayMaterial.VolumeVRayToon layout.active= VolumeVRayToon.use PLUGINS['SETTINGS']['SettingsEnvironment'].draw_VolumeVRayToon(context, layout, VRayMaterial)
def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui ma = active_node_mat(context.material) Mtl2Sided = ma.vray.Mtl2Sided layout.active = Mtl2Sided.use split = layout.split() col = split.column() col.prop_search(Mtl2Sided, 'back', bpy.data, 'materials', text="Back material") layout.separator() split = layout.split() col = split.column() col.prop(Mtl2Sided, 'control') if Mtl2Sided.control == 'SLIDER': split = layout.split() col = split.column() col.prop(Mtl2Sided, 'translucency_slider', slider=True) elif Mtl2Sided.control == 'COLOR': split = layout.split() col = split.column() col.prop(Mtl2Sided, 'translucency_color', text="") else: split = layout.split(percentage=0.3) col = split.row() col.prop(Mtl2Sided, 'translucency_tex_mult', text="Mult") col = split.row() col.prop_search(Mtl2Sided, 'translucency_tex', bpy.data, 'textures', text="") layout.separator() split = layout.split() col = split.column() col.prop(Mtl2Sided, 'force_1sided')
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.label(text="Mirror color:") col.prop(yaf_mat, "mirror_color", text="") col = split.column() col.prop(yaf_mat, "fresnel_effect") sub = col.column() sub.enabled = yaf_mat.fresnel_effect sub.prop(yaf_mat, "IOR_reflection", slider=True) layout.row().prop(yaf_mat, "specular_reflect", slider=True)
def callback_match_BI_diffuse(self, context): if not hasattr(context, 'material'): return material = active_node_mat(context.material) if not context.material: return if not self.as_viewport_color: material.diffuse_color = (0.5, 0.5, 0.5) return color = self.diffuse if material.vray.type == 'BRDFVRayMtl' else self.color material.diffuse_color = color
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.label(text="") col.prop(yaf_mat, "blend_value", slider=True) layout.separator() box = layout.box() box.label(text="Choose the two materials you wish to blend.") blend_one_draw(layout, yaf_mat) blend_two_draw(layout, yaf_mat)
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "diffuse_color") col = split.column() ref = col.column(align=True) ref.label(text="Reflectance model:") ref.prop(yaf_mat, "brdf_type", text="") sig = col.column() sig.enabled = yaf_mat.brdf_type == "oren-nayar" sig.prop(yaf_mat, "sigma") layout.row().prop(yaf_mat, "diffuse_reflect", slider=True)
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.prop(yaf_mat, "sssColor") col.prop(yaf_mat, "diffuse_reflect") col.prop(yaf_mat, "sssSpecularColor") col.prop(yaf_mat, "sssSigmaS") col.prop(yaf_mat, "sssSigmaS_factor") col = split.column() col.prop(yaf_mat, "glossy_color") col.prop(yaf_mat, "glossy_reflect") col.prop(yaf_mat, "sssSigmaA") col.prop(yaf_mat, "sss_transmit") col.prop(yaf_mat, "exponent") col.prop(yaf_mat, "sssIOR")
def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui ma = active_node_mat(context.material) Mtl2Sided = ma.vray.Mtl2Sided layout.active = Mtl2Sided.use split = layout.split() col = split.column() col.prop_search(Mtl2Sided, "back", bpy.data, "materials", text="Back material") layout.separator() split = layout.split() col = split.column() col.prop(Mtl2Sided, "control") if Mtl2Sided.control == "SLIDER": split = layout.split() col = split.column() col.prop(Mtl2Sided, "translucency_slider", slider=True) elif Mtl2Sided.control == "COLOR": split = layout.split() col = split.column() col.prop(Mtl2Sided, "translucency_color", text="") else: split = layout.split(percentage=0.3) col = split.row() col.prop(Mtl2Sided, "translucency_tex_mult", text="Mult") col = split.row() col.prop_search(Mtl2Sided, "translucency_tex", bpy.data, "textures", text="") layout.separator() split = layout.split() col = split.column() col.prop(Mtl2Sided, "force_1sided")
def draw(self, context): layout= self.layout wide_ui= context.region.width > narrowui ma= active_node_mat(context.material) Mtl2Sided= ma.vray.Mtl2Sided layout.active= Mtl2Sided.use split= layout.split() col= split.column() col.prop_search(Mtl2Sided, 'back', bpy.data, 'materials', text= "Back material") layout.separator() split= layout.split() col= split.column() col.prop(Mtl2Sided, 'control') if Mtl2Sided.control == 'SLIDER': split= layout.split() col= split.column() col.prop(Mtl2Sided, 'translucency_slider', slider=True) elif Mtl2Sided.control == 'COLOR': split= layout.split() col= split.column() col.prop(Mtl2Sided, 'translucency_color', text="") else: split= layout.split(percentage=0.3) col= split.row() col.prop(Mtl2Sided, 'translucency_tex_mult', text="Mult") col= split.row() col.prop_search(Mtl2Sided, 'translucency_tex', bpy.data, 'textures', text= "") layout.separator() split= layout.split() col= split.column() col.prop(Mtl2Sided, 'force_1sided')
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) split = layout.split() col = split.column() col.label(text="") col.prop(yaf_mat, "blend_value", slider=True) layout.separator() box = layout.box() box.label(text="Choose the two materials you wish to blend.") split = box.split() col = split.column() col.label(text="Material One:") col.prop_search(yaf_mat, "material1", bpy.data, 'materials', text="") col = split.column() col.label(text="Material Two:") col.prop_search(yaf_mat, "material2", bpy.data, 'materials', text="")
def draw(self, context): layout = self.layout mat = properties_material.active_node_mat(context.material) layout.prop(mat, "iileMaterial", text="Surface type") if mat.iileMaterial == "MATTE": layout.prop(mat, "iileMatteColor", text="Diffuse color") layout.prop(mat, "iileMatteColorTexture", text="Diffuse texture") elif mat.iileMaterial == "PLASTIC": layout.prop(mat, "iilePlasticDiffuseColor", text="Diffuse color") layout.prop(mat, "iilePlasticDiffuseTexture", text="Diffuse texture") layout.prop(mat, "iilePlasticSpecularColor", text="Specular color") layout.prop(mat, "iilePlasticSpecularTexture", text="Specular texture") layout.prop(mat, "iilePlasticRoughnessValue", text="Roughness") layout.prop(mat, "iilePlasticRoughnessTexture", text="Roughness texture") elif mat.iileMaterial == "MIRROR": layout.prop(mat, "iileMirrorKr", text="Reflectivity") layout.prop(mat, "iileMirrorKrTex", text="Reflectivity texture") elif mat.iileMaterial == "MIX": layout.prop(mat, "iileMatMixSlot1", text="Mix 1") layout.prop(mat, "iileMatMixSlot2", text="Mix 2") layout.prop(mat, "iileMatMixAmount", text="Amount") layout.prop(mat, "iileMatMixAmountTex", text="Amount texture") elif mat.iileMaterial == "GLASS": layout.prop(mat, "iileMatGlassKr", text="Reflectivity") layout.prop(mat, "iileMatGlassKrTex", text="Reflectivity Texture") layout.prop(mat, "iileMatGlassKt", text="Transmission") layout.prop(mat, "iileMatGlassKtTex", text="Transmission Texture") layout.prop(mat, "iileMatGlassIor", text="IOR") layout.prop(mat, "iileMatGlassIorTex", text="IOR Texture") layout.prop(mat, "iileMatGlassURough", text="U Roughness") layout.prop(mat, "iileMatGlassURoughTex", text="U Roughness Texture") layout.prop(mat, "iileMatGlassVRough", text="V Roughness") layout.prop(mat, "iileMatGlassVRoughTex", text="V Roughness Texture")
def draw(self, context): layout = self.layout yaf_mat = active_node_mat(context.material) layout.prop(yaf_mat, "pass_index") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "visibility") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "receive_shadows") if yaf_mat.mat_type != "blend": split = layout.split() col = split.column() layout.row().prop(yaf_mat, "additionaldepth") split = layout.split() col = split.column() layout.row().prop(yaf_mat, "samplingfactor")
def draw(self, context): layout = self.layout mat = active_node_mat(context.material) ob = context.object slot = context.material_slot space = context.space_data wide_ui = context.region.width > narrowui if ob: row = layout.row() row.template_list("VRayListMaterialSlots", "", ob, "material_slots", ob, "active_material_index", rows=2) col = row.column(align=True) col.operator("object.material_slot_add", icon='ZOOMIN', text="") col.operator("object.material_slot_remove", icon='ZOOMOUT', text="") col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="") if ob.mode == 'EDIT': row = layout.row(align=True) row.operator("object.material_slot_assign", text="Assign") row.operator("object.material_slot_select", text="Select") row.operator("object.material_slot_deselect", text="Deselect") if wide_ui: split = layout.split() if ob: split.template_ID(ob, "active_material", new="material.new") elif mat: split.template_ID(space, "pin_id") split.separator() else: if ob: layout.template_ID(ob, "active_material", new="material.new") elif mat: layout.template_ID(space, "pin_id") if mat: VRayMaterial = mat.vray split = layout.split() col = split.column() col.label(text="Simple materials:") if wide_ui: col = split.column() col.menu('VRAY_MT_preset_material', text="Preset") if wide_ui: layout.prop(VRayMaterial, 'type', expand=True) else: layout.prop(VRayMaterial, 'type')
def draw(self, context): wide_ui = context.region.width > narrowui ob = context.object ma = active_node_mat(context.material) VRayMaterial = ma.vray MtlRenderStats = VRayMaterial.MtlRenderStats layout = self.layout layout.prop(VRayMaterial, 'dontOverride') layout.separator() split = layout.split() col = split.column() col.prop(VRayMaterial, 'round_edges') if wide_ui: col = split.column() else: col = col.column() col.active = VRayMaterial.round_edges col.prop(VRayMaterial, 'radius', text="Radius") layout.separator() split = layout.split() col = split.column() col.prop(VRayMaterial, 'material_id_number') if wide_ui: col = split.column() else: col = col.column() col.prop(VRayMaterial, 'material_id_color', text="") layout.separator() layout.prop(MtlRenderStats, 'use') split = layout.split() split.active = MtlRenderStats.use col = split.column() col.prop(MtlRenderStats, 'visibility', text="Visible") split = layout.split() split.active = MtlRenderStats.use col = split.column() col.label(text="Visible to:") split = layout.split() split.active = MtlRenderStats.use sub = split.column() sub.active = MtlRenderStats.visibility sub.prop(MtlRenderStats, 'camera_visibility', text="Camera") sub.prop(MtlRenderStats, 'gi_visibility', text="GI") sub.prop(MtlRenderStats, 'shadows_visibility', text="Shadows") if wide_ui: sub = split.column() sub.active = MtlRenderStats.visibility sub.prop(MtlRenderStats, 'reflections_visibility', text="Reflections") sub.prop(MtlRenderStats, 'refractions_visibility', text="Refractions")
def draw_header(self, context): ma = active_node_mat(context.material) VRayMaterial = ma.vray VolumeVRayToon = VRayMaterial.VolumeVRayToon self.layout.prop(VolumeVRayToon, 'use', text="")