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# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Menu,
Panel,
UIList,
)
from bpy.types import (
Brush,
FreestyleLineStyle,
ParticleSettings,
Texture,
)
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
from bl_ui.properties_paint_common import brush_texture_settings
from .space_properties import PropertiesAnimationMixin
class TEXTURE_MT_context_menu(Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, _context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_UL_texslots(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
slot = item
tex = slot.texture if slot else None
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if tex:
layout.prop(tex, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
def context_tex_datablock(context):
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
class TextureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
# Show Alpha Button for Brush Textures, see #29502.
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
layout.prop(tex, "use_preview_alpha")
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
col = layout.column()
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
col.template_texture_user()
if user or pin_id:
col.separator()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
col.separator()
split = col.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
class TEXTURE_PT_node(TextureButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
node = context.texture_node
return node and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
node = context.texture_node
ntree = node.id_data
layout.template_node_view(ntree, node, None)
class TextureTypePanel(TextureButtonsPanel):
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.engine
return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class TEXTURE_PT_clouds(TextureTypePanel, Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "cloud_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel, Panel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "wood_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col = col.column()
col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
col.prop(tex, "noise_type", text="Type")
col.separator()
sub = flow.column()
sub.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
sub.prop(tex, "noise_scale", text="Size")
sub.prop(tex, "turbulence")
sub.prop(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel, Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "marble_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_basis_2", text="Second Basis")
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel, Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_depth", text="Depth")
col = flow.column()
col.prop(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel, Panel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "progression")
col.separator()
col = flow.column()
col.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'})
col.prop(tex, "use_flip_axis", text="Orientation")
class TEXTURE_PT_stucci(TextureTypePanel, Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.row().prop(tex, "stucci_type")
col.separator()
col = flow.column()
col.prop(tex, "noise_type", text="Type")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel, Panel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, _context):
# TODO: maybe expose the template_ID from the template image here.
layout = self.layout
del layout
class TEXTURE_PT_image_settings(TextureTypePanel, Panel):
bl_label = "Settings"
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
def texture_filter_common(tex, layout):
layout.prop(tex, "filter_type", text="Filter Type")
if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}:
col = layout.column()
if tex.filter_type == 'FELINE':
col.prop(tex, "filter_lightprobes", text="Light Probes")
else:
col.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size", text="Size")
layout.prop(tex, "use_filter_size_min", text="Minimum Size")
class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "use_interpolation")
col.separator()
col = flow.column()
col.prop(tex, "use_mipmap")
sub = col.column()
sub.active = tex.use_mipmap
sub.prop(tex, "use_mipmap_gauss", text="Gaussian Filter")
col.separator()
texture_filter_common(tex, flow)
class TEXTURE_PT_image_alpha(TextureTypePanel, Panel):
bl_label = "Alpha"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_alpha", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.active = bool(tex.image and tex.image.alpha_mode != 'NONE')
col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Mapping"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
tex = context.texture
col = layout.column()
col.prop(tex, "use_flip_axis", text="Flip Axes")
col.separator()
subcol = layout.column()
subcol.prop(tex, "extension") # use layout, to keep the same location in case of button cycling.
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if tex.extension == 'REPEAT':
col = flow.column()
sub = col.column(align=True)
sub.prop(tex, "repeat_x", text="Repeat X")
sub.prop(tex, "repeat_y", text="Y")
col = flow.column(heading="Mirror")
sub = col.column()
sub.active = (tex.repeat_x > 1)
sub.prop(tex, "use_mirror_x", text="X")
sub = col.column()
sub.active = (tex.repeat_y > 1)
sub.prop(tex, "use_mirror_y", text="Y")
elif tex.extension == 'CHECKER':
subcol.separator()
col = flow.column()
col.prop(tex, "checker_distance", text="Distance")
col = flow.column(heading="Tiles")
col.prop(tex, "use_checker_even", text="Even", text_ctxt=i18n_contexts.amount)
col.prop(tex, "use_checker_odd", text="Odd")
else:
del flow
class TEXTURE_PT_image_mapping_crop(TextureTypePanel, Panel):
bl_label = "Crop"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_image_mapping"
tex_type = 'IMAGE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column(align=True)
# col.prop(tex, "crop_rectangle")
col.prop(tex, "crop_min_x", text="Minimum X")
col.prop(tex, "crop_min_y", text="Y")
col = flow.column(align=True)
col.prop(tex, "crop_max_x", text="Maximum X")
col.prop(tex, "crop_max_y", text="Y")
class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "musgrave_type")
col.separator()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
col.separator()
col = flow.column()
col.prop(tex, "dimension_max", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
col.separator()
musgrave_type = tex.musgrave_type
col = flow.column()
if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "offset")
col.prop(tex, "noise_intensity", text="Intensity")
if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "gain")
class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "distance_metric")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
sub.separator()
col = flow.column()
col.prop(tex, "color_mode")
col.prop(tex, "noise_intensity", text="Intensity")
col.separator()
col = flow.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TEXTURE_PT_voronoi_feature_weights(TextureTypePanel, Panel):
bl_label = "Feature Weights"
bl_parent_id = "TEXTURE_PT_voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column(align=True)
col.prop(tex, "weight_1", text="First", slider=True)
col.prop(tex, "weight_2", text="Second", slider=True)
sub = flow.column(align=True)
sub.prop(tex, "weight_3", text="Third", slider=True)
sub.prop(tex, "weight_4", text="Fourth", slider=True)
class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
tex = context.texture
col = flow.column()
col.prop(tex, "noise_basis", text="Noise Basis")
col.separator()
col.prop(tex, "noise_distortion", text="Distortion")
col.separator()
col = flow.column()
col.prop(tex, "distortion", text="Amount")
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "nabla")
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
return (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
idblock = context_tex_datablock(context)
tex = context.texture_slot
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
col = flow.column()
col.prop(tex, "texture_coords", text="Coordinates")
# Note: the ORCO case used to call ob.data, "texco_mesh" prop.
if tex.texture_coords == 'UV':
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tex, "uv_layer", ob.data, "uv_layers", text="Map")
else:
col.prop(tex, "uv_layer", text="Map")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "object", text="Object")
col.separator()
if isinstance(idblock, FreestyleLineStyle):
col = flow.column()
col.prop(tex, "mapping", text="Projection")
col.separator()
col = flow.column()
col.prop(tex, "mapping_x", text="Mapping X")
col.prop(tex, "mapping_y", text="Y")
col.prop(tex, "mapping_z", text="Z")
col.separator()
col = flow.column(align=True)
col.column().prop(tex, "offset")
col = flow.column(align=True)
col.column().prop(tex, "scale")
class TEXTURE_PT_influence(TextureSlotPanel, Panel):
bl_label = "Influence"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
idblock = context_tex_datablock(context)
tex = context.texture_slot
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.active = getattr(tex, toggle)
row.prop(tex, factor, text=name, slider=True)
sub = row.row(align=True)
sub.prop(tex, toggle, text="")
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, ParticleSettings):
col = flow.column()
factor_but(col, "use_map_time", "time_factor", "General Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col.separator()
col = flow.column()
factor_but(col, "use_map_velocity", "velocity_factor", "Physics Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
col.separator()
col = flow.column()
factor_but(col, "use_map_length", "length_factor", "Hair Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = flow.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
col = flow.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
if not isinstance(idblock, ParticleSettings):
col = flow.column()
col.prop(tex, "blend_type", text="Blend")
# Color is used on gray-scale textures
col.prop(tex, "color", text="")
class TextureColorsPoll:
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_colors(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
tex = context.texture
col = flow.column()
col.prop(tex, "use_clamp", text="Clamp")
col = flow.column(align=True)
col.prop(tex, "factor_red", text="Multiply R")
col.prop(tex, "factor_green", text="G", text_ctxt=i18n_contexts.color)
col.prop(tex, "factor_blue", text="B", text_ctxt=i18n_contexts.color)
col.separator()
col = flow.column()
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
class TEXTURE_PT_colors_ramp(TextureButtonsPanel, TextureColorsPoll, Panel):
bl_label = "Color Ramp"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "TEXTURE_PT_colors"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex, "use_color_ramp", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
# Note: TODO after creation of a new texture, the template_color_ramp will be blank.
# Possibly needs to be fixed in the template itself.
is_active = bool(tex and tex.use_color_ramp)
if is_active:
layout.template_color_ramp(tex, "color_ramp", expand=True)
else:
layout.label(text="Enable the Color Ramp first")
class TEXTURE_PT_animation(TextureButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
@classmethod
def poll(cls, context):
return bool(context.texture)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
texture = context.texture
# Assumption: the texture user is a particle system texture slot,
# something like `bpy.data.particles['ParticleSettings'].texture_slots[0]`.
# Since at the top of the properties panel the user is shown first, and
# underneath that the texture itself, this panel uses the same order.
if texture_user := context.texture_user:
texture_user_id = texture_user.id_data
col = layout.column(align=True)
# NOTE(@sybren): I tested with particle settings, and then this just shows
# "Particle Settings". If there are other users of Texture data-blocks
# still around, and this produces unwanted results, let's adjust.
col.label(text=texture_user_id.bl_rna.name)
self.draw_action_and_slot_selector(context, col, texture_user_id)
col = layout.column(align=True)
col.label(text="Texture")
self.draw_action_and_slot_selector(context, col, texture)
if node_tree := texture.node_tree:
col = layout.column(align=True)
col.label(text="Shader Node Tree")
self.draw_action_and_slot_selector(context, col, node_tree)
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
_context_path = "texture"
_property_type = Texture
@classmethod
def poll(cls, context):
return context.texture and (context.engine in cls.COMPAT_ENGINES)
classes = (
TEXTURE_MT_context_menu,
TEXTURE_UL_texslots,
TEXTURE_PT_preview,
TEXTURE_PT_context,
TEXTURE_PT_node,
TEXTURE_PT_clouds,
TEXTURE_PT_wood,
TEXTURE_PT_marble,
TEXTURE_PT_magic,
TEXTURE_PT_blend,
TEXTURE_PT_stucci,
TEXTURE_PT_image,
TEXTURE_PT_image_settings,
TEXTURE_PT_image_alpha,
TEXTURE_PT_image_mapping,
TEXTURE_PT_image_mapping_crop,
TEXTURE_PT_image_sampling,
TEXTURE_PT_musgrave,
TEXTURE_PT_voronoi,
TEXTURE_PT_voronoi_feature_weights,
TEXTURE_PT_distortednoise,
TEXTURE_PT_influence,
TEXTURE_PT_mapping,
TEXTURE_PT_colors,
TEXTURE_PT_colors_ramp,
TEXTURE_PT_animation,
TEXTURE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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