self.layout.prop(mat, "render_mode")
if mat.render_mode=='CUSTOM':
self.layout.prop(mat, "shader")
+ if mat.shadow_method!='NONE':
+ self.layout.prop(mat, "shadow_shader")
elif mat.render_mode=='EXTERNAL':
self.layout.prop(mat, "technique")
- self.layout.prop(mat, "array_atlas")
if mat.render_mode=='BUILTIN':
self.layout.prop(mat, "receive_shadows")
+ self.layout.prop(mat, "image_based_lighting")
+ self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
if mat.render_mode!='EXTERNAL':
if light.use_shadow:
self.layout.prop(light, "shadow_map_size")
-class MspGLWorldProperties(bpy.types.Panel):
+class MspGLRenderProperties(bpy.types.Panel):
bl_idname = "WORLD_PT_mspgl_properties"
bl_label = "MspGL properties"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
- bl_context = "world"
+ bl_context = "render"
def draw(self, context):
- world = context.scene.world
- self.layout.prop(world, "use_hdr")
+ scene = context.scene
+ self.layout.prop(scene, "use_hdr")
+ if scene.eevee.use_gtao:
+ self.layout.prop(scene, "ao_samples")
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
- MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
+ MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
def register_properties():
for c in classes:
("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
("SCENE", "Scene", "The scene will be exported"),
("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
-
- bpy.types.World.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
+ bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
+ bpy.types.Scene.ao_samples = bpy.props.IntProperty(name="Ambient occlusion samples", description="Number of samples to use for ambient occlusion", min=8, max=128, default=32)
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
("CUSTOM", "Custom shader", "Use a custom shader"),
("EXTERNAL", "External technique", "Use an externally defined technique")))
bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
- bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
+ bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of a custom shader to use for rendering")
+ bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
+ bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")