Logo Search packages:      
Sourcecode: yafaray-blender2.5-exporter version File versions  Download package

yaf_object.py

# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

import bpy
from bpy.props import (FloatVectorProperty,
                       FloatProperty,
                       IntProperty,
                       BoolProperty,
                       EnumProperty)

Object = bpy.types.Object


def register():
    Object.ml_enable = BoolProperty(
        name="Enable meshlight",
        description="Makes the mesh emit light",
        default=False)

    Object.ml_color = FloatVectorProperty(
        name="Meshlight color",
        description="Meshlight color",
        subtype='COLOR',
        step=1, precision=2,
        min=0.0, max=1.0,
        soft_min=0.0, soft_max=1.0,
        default=(0.7, 0.7, 0.7))

    Object.ml_power = FloatProperty(
        name="Power",
        description="Intensity multiplier for color",
        min=0.0, max=10000.0,
        default=1.0)

    Object.ml_samples = IntProperty(
        name="Samples",
        description="Number of samples to be taken for direct lighting",
        min=0, max=512,
        default=16)

    Object.ml_double_sided = BoolProperty(
        name="Double sided",
        description="Emit light at both sides of every face",
        default=False)

    Object.bgp_enable = BoolProperty(
        name="Enable BG portal light",
        description="BG Portal Light Settings",
        default=False)

    Object.bgp_power = FloatProperty(
        name="Power",
        description="Intensity multiplier for color",
        min=0.0, max=10000.0,
        default=1.0)

    Object.bgp_samples = IntProperty(
        name="Samples",
        description="Number of samples to be taken for the light",
        min=0, max=512,
        default=16)

    Object.bgp_with_caustic = BoolProperty(
        name="Caustic photons",
        description="Allow BG Portal Light to shoot caustic photons",
        default=True)

    Object.bgp_with_diffuse = BoolProperty(
        name="Diffuse photons",
        description="Allow BG Portal Light to shoot diffuse photons",
       default=True)

    Object.bgp_photon_only = BoolProperty(
        name="Photons only",
        description="Set BG Portal Light in photon only mode (no direct light contribution)",
        default=False)

    Object.vol_enable = BoolProperty(
        name="Enable volume",
        description="Makes the mesh a volume at its bounding box",
        default=False)

    Object.vol_region = EnumProperty(
        name="Volume region",
        description="Set the volume region",
        items=(
            ('ExpDensity Volume', "ExpDensity Volume", ""),
            ('Noise Volume', "Noise Volume", ""),
            ('Uniform Volume', "Uniform Volume", "")
        ),
        default='ExpDensity Volume')

    Object.vol_height = FloatProperty(
        name="Height",
        description="Controls the density of the volume before it starts to fall off",
        min=0.0, max=1000.0,
        default=1.0)

    Object.vol_steepness = FloatProperty(
        name="Steepness",
        description="Controls how quickly the density falls off",
        min=0.0, max=10.0,
        precision=3,
        default=1.000)

    Object.vol_sharpness = FloatProperty(
        name="Sharpness",
        description="Controls how sharp a NoiseVolume looks at the border between areas of high and low density",
        min=1.0, max=100.0,
        precision=3,
        default=1.000)

    Object.vol_cover = FloatProperty(
        name="Cover",
        description="Has the effect of defining what percentage of a procedural texture maps to zero density",
        min=0.0, max=1.0,
        precision=4,
        default=1.0000)

    Object.vol_density = FloatProperty(
        name="Density",
        description="Overall density multiplier",
        min=0.1, max=100.0,
        precision=3,
        default=1.000)

    Object.vol_absorp = FloatProperty(
        name="Absorption",
        description="Absorption coefficient",
        min=0.0, max=1.0,
        precision=4,
        default=0.1000)

    Object.vol_scatter = FloatProperty(
        name="Scatter",
        description="Scattering coefficient",
        min=0.0, max=1.0,
        precision=4,
        default=0.1000)


def unregister():
    del Object.ml_enable
    del Object.ml_color
    del Object.ml_power
    del Object.ml_samples
    del Object.ml_double_sided
    del Object.bgp_enable
    del Object.bgp_power
    del Object.bgp_samples
    del Object.bgp_with_caustic
    del Object.bgp_with_diffuse
    del Object.bgp_photon_only
    del Object.vol_enable
    del Object.vol_region
    del Object.vol_height
    del Object.vol_steepness
    del Object.vol_sharpness
    del Object.vol_cover
    del Object.vol_density
    del Object.vol_absorp
    del Object.vol_scatter

Generated by  Doxygen 1.6.0   Back to index