Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
524 lines
20 KiB
Python
524 lines
20 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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import nodeitems_utils
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from nodeitems_utils import (
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NodeCategory,
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NodeItem,
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NodeItemCustom,
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)
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# Subclasses for standard node types
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class SortedNodeCategory(NodeCategory):
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def __init__(self, identifier, name, description="", items=None):
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# for builtin nodes the convention is to sort by name
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if isinstance(items, list):
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items = sorted(items, key=lambda item: item.label.lower())
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super().__init__(identifier, name, description, items)
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class CompositorNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'CompositorNodeTree')
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class ShaderNewNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'ShaderNodeTree' and
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context.view_render.use_shading_nodes)
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class ShaderOldNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'ShaderNodeTree' and
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not context.view_render.use_shading_nodes)
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class TextureNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'TextureNodeTree'
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# menu entry for node group tools
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def group_tools_draw(self, layout, context):
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layout.operator("node.group_make")
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layout.operator("node.group_ungroup")
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layout.separator()
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# maps node tree type to group node type
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node_tree_group_type = {
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'CompositorNodeTree': 'CompositorNodeGroup',
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'ShaderNodeTree': 'ShaderNodeGroup',
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'TextureNodeTree': 'TextureNodeGroup',
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}
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# generic node group items generator for shader, compositor and texture node groups
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def node_group_items(context):
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if context is None:
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return
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space = context.space_data
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if not space:
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return
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ntree = space.edit_tree
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if not ntree:
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return
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yield NodeItemCustom(draw=group_tools_draw)
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def contains_group(nodetree, group):
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if nodetree == group:
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return True
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else:
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for node in nodetree.nodes:
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if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
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if contains_group(node.node_tree, group):
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return True
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return False
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for group in context.blend_data.node_groups:
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if group.bl_idname != ntree.bl_idname:
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continue
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# filter out recursive groups
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if contains_group(group, ntree):
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continue
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yield NodeItem(node_tree_group_type[group.bl_idname],
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group.name,
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{"node_tree": "bpy.data.node_groups[%r]" % group.name})
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# only show input/output nodes inside node groups
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def group_input_output_item_poll(context):
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space = context.space_data
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if space.edit_tree in bpy.data.node_groups.values():
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return True
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return False
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# only show input/output nodes when editing line style node trees
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def line_style_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'LINESTYLE')
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# only show nodes working in world node trees
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def world_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'WORLD')
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# only show nodes working in object node trees
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def object_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'OBJECT')
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def cycles_shader_nodes_poll(context):
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return context.view_render.engine == 'CYCLES'
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def eevee_shader_nodes_poll(context):
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return context.view_render.engine == 'BLENDER_EEVEE'
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def eevee_cycles_shader_nodes_poll(context):
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return (cycles_shader_nodes_poll(context) or
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eevee_shader_nodes_poll(context))
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def object_cycles_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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cycles_shader_nodes_poll(context))
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def object_eevee_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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eevee_shader_nodes_poll(context))
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def object_eevee_cycles_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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eevee_cycles_shader_nodes_poll(context))
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# Until volume shader on objects are supported in eevee.
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def volume_shader_nodes_poll(context):
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return (cycles_shader_nodes_poll(context) or
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(eevee_shader_nodes_poll(context) and
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world_shader_nodes_poll(context)))
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# All standard node categories currently used in nodes.
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shader_node_categories = [
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# Shader Nodes
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ShaderOldNodeCategory("SH_INPUT", "Input", items=[
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NodeItem("ShaderNodeMaterial"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeFresnel"),
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NodeItem("ShaderNodeLayerWeight"),
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NodeItem("ShaderNodeLampData"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeTexture"),
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NodeItem("ShaderNodeGeometry"),
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NodeItem("ShaderNodeExtendedMaterial"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeObjectInfo"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutput"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeRGBCurve"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeHueSaturation"),
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NodeItem("ShaderNodeGamma"),
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]),
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ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeVectorCurve"),
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NodeItem("ShaderNodeVectorTransform"),
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NodeItem("ShaderNodeNormalMap"),
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]),
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ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSqueeze"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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]),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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# New Shader Nodes (Cycles)
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ShaderNewNodeCategory("SH_NEW_INPUT", "Input", items=[
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NodeItem("ShaderNodeTexCoord"),
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NodeItem("ShaderNodeAttribute"),
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NodeItem("ShaderNodeLightPath"),
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NodeItem("ShaderNodeFresnel"),
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NodeItem("ShaderNodeLayerWeight"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeTangent"),
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NodeItem("ShaderNodeNewGeometry"),
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NodeItem("ShaderNodeWireframe"),
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NodeItem("ShaderNodeObjectInfo"),
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NodeItem("ShaderNodeHairInfo"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeUVMap"),
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NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeOutputLamp", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll),
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NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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NodeItem("ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfTransparent", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfTranslucent", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfAnisotropic", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfVelvet", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfToon", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeSubsurfaceScattering", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeEmission", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBackground", poll=world_shader_nodes_poll),
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NodeItem("ShaderNodeAmbientOcclusion", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeHoldout", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeVolumeAbsorption", poll=volume_shader_nodes_poll),
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NodeItem("ShaderNodeVolumeScatter", poll=volume_shader_nodes_poll),
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NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
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]),
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ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexImage"),
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NodeItem("ShaderNodeTexEnvironment"),
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NodeItem("ShaderNodeTexSky"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWave"),
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NodeItem("ShaderNodeTexVoronoi"),
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NodeItem("ShaderNodeTexMusgrave"),
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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NodeItem("ShaderNodeTexChecker"),
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NodeItem("ShaderNodeTexBrick"),
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NodeItem("ShaderNodeTexPointDensity"),
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]),
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ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeRGBCurve"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeLightFalloff"),
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NodeItem("ShaderNodeHueSaturation"),
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NodeItem("ShaderNodeGamma"),
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NodeItem("ShaderNodeBrightContrast"),
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]),
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ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeBump"),
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NodeItem("ShaderNodeNormalMap"),
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeVectorCurve"),
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NodeItem("ShaderNodeVectorTransform"),
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]),
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ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateXYZ"),
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NodeItem("ShaderNodeCombineXYZ"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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NodeItem("ShaderNodeWavelength"),
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NodeItem("ShaderNodeBlackbody"),
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]),
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ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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NodeItem("ShaderNodeScript"),
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]),
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ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
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ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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]
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compositor_node_categories = [
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# Compositor Nodes
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CompositorNodeCategory("CMP_INPUT", "Input", items=[
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NodeItem("CompositorNodeRLayers"),
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NodeItem("CompositorNodeImage"),
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NodeItem("CompositorNodeMovieClip"),
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NodeItem("CompositorNodeMask"),
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NodeItem("CompositorNodeRGB"),
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NodeItem("CompositorNodeValue"),
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NodeItem("CompositorNodeTexture"),
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NodeItem("CompositorNodeBokehImage"),
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NodeItem("CompositorNodeTime"),
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NodeItem("CompositorNodeTrackPos"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
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NodeItem("CompositorNodeComposite"),
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NodeItem("CompositorNodeViewer"),
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NodeItem("CompositorNodeSplitViewer"),
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NodeItem("CompositorNodeOutputFile"),
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NodeItem("CompositorNodeLevels"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
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NodeItem("CompositorNodeMixRGB"),
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NodeItem("CompositorNodeAlphaOver"),
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NodeItem("CompositorNodeInvert"),
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NodeItem("CompositorNodeCurveRGB"),
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NodeItem("CompositorNodeHueSat"),
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NodeItem("CompositorNodeColorBalance"),
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NodeItem("CompositorNodeHueCorrect"),
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NodeItem("CompositorNodeBrightContrast"),
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NodeItem("CompositorNodeGamma"),
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NodeItem("CompositorNodeColorCorrection"),
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NodeItem("CompositorNodeTonemap"),
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NodeItem("CompositorNodeZcombine"),
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]),
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CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
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NodeItem("CompositorNodeMath"),
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NodeItem("CompositorNodeValToRGB"),
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NodeItem("CompositorNodeSetAlpha"),
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NodeItem("CompositorNodePremulKey"),
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NodeItem("CompositorNodeIDMask"),
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NodeItem("CompositorNodeRGBToBW"),
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NodeItem("CompositorNodeSepRGBA"),
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NodeItem("CompositorNodeCombRGBA"),
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NodeItem("CompositorNodeSepHSVA"),
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NodeItem("CompositorNodeCombHSVA"),
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NodeItem("CompositorNodeSepYUVA"),
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NodeItem("CompositorNodeCombYUVA"),
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NodeItem("CompositorNodeSepYCCA"),
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NodeItem("CompositorNodeCombYCCA"),
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NodeItem("CompositorNodeSwitchView"),
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]),
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CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
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NodeItem("CompositorNodeBlur"),
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NodeItem("CompositorNodeBilateralblur"),
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NodeItem("CompositorNodeDilateErode"),
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NodeItem("CompositorNodeDespeckle"),
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NodeItem("CompositorNodeFilter"),
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NodeItem("CompositorNodeBokehBlur"),
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NodeItem("CompositorNodeVecBlur"),
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NodeItem("CompositorNodeDefocus"),
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NodeItem("CompositorNodeGlare"),
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NodeItem("CompositorNodeInpaint"),
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NodeItem("CompositorNodeDBlur"),
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NodeItem("CompositorNodePixelate"),
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NodeItem("CompositorNodeSunBeams"),
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]),
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CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
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NodeItem("CompositorNodeNormal"),
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NodeItem("CompositorNodeMapValue"),
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NodeItem("CompositorNodeMapRange"),
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NodeItem("CompositorNodeNormalize"),
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NodeItem("CompositorNodeCurveVec"),
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]),
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CompositorNodeCategory("CMP_MATTE", "Matte", items=[
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NodeItem("CompositorNodeKeying"),
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NodeItem("CompositorNodeKeyingScreen"),
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NodeItem("CompositorNodeChannelMatte"),
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NodeItem("CompositorNodeColorSpill"),
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NodeItem("CompositorNodeBoxMask"),
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NodeItem("CompositorNodeEllipseMask"),
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NodeItem("CompositorNodeLumaMatte"),
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NodeItem("CompositorNodeDiffMatte"),
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NodeItem("CompositorNodeDistanceMatte"),
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NodeItem("CompositorNodeChromaMatte"),
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NodeItem("CompositorNodeColorMatte"),
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NodeItem("CompositorNodeDoubleEdgeMask"),
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]),
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CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
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NodeItem("CompositorNodeScale"),
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NodeItem("CompositorNodeLensdist"),
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NodeItem("CompositorNodeMovieDistortion"),
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NodeItem("CompositorNodeTranslate"),
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NodeItem("CompositorNodeRotate"),
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NodeItem("CompositorNodeFlip"),
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NodeItem("CompositorNodeCrop"),
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NodeItem("CompositorNodeDisplace"),
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NodeItem("CompositorNodeMapUV"),
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NodeItem("CompositorNodeTransform"),
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NodeItem("CompositorNodeStabilize"),
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NodeItem("CompositorNodePlaneTrackDeform"),
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NodeItem("CompositorNodeCornerPin"),
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]),
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CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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NodeItem("CompositorNodeSwitch"),
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]),
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]
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texture_node_categories = [
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# Texture Nodes
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TextureNodeCategory("TEX_INPUT", "Input", items=[
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NodeItem("TextureNodeCurveTime"),
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NodeItem("TextureNodeCoordinates"),
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NodeItem("TextureNodeTexture"),
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NodeItem("TextureNodeImage"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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TextureNodeCategory("TEX_OUTPUT", "Output", items=[
|
|
NodeItem("TextureNodeOutput"),
|
|
NodeItem("TextureNodeViewer"),
|
|
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
|
|
]),
|
|
TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
|
|
NodeItem("TextureNodeMixRGB"),
|
|
NodeItem("TextureNodeCurveRGB"),
|
|
NodeItem("TextureNodeInvert"),
|
|
NodeItem("TextureNodeHueSaturation"),
|
|
NodeItem("TextureNodeCompose"),
|
|
NodeItem("TextureNodeDecompose"),
|
|
]),
|
|
TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
|
|
NodeItem("TextureNodeChecker"),
|
|
NodeItem("TextureNodeBricks"),
|
|
]),
|
|
TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
|
|
NodeItem("TextureNodeTexNoise"),
|
|
NodeItem("TextureNodeTexDistNoise"),
|
|
NodeItem("TextureNodeTexClouds"),
|
|
NodeItem("TextureNodeTexBlend"),
|
|
NodeItem("TextureNodeTexVoronoi"),
|
|
NodeItem("TextureNodeTexMagic"),
|
|
NodeItem("TextureNodeTexMarble"),
|
|
NodeItem("TextureNodeTexWood"),
|
|
NodeItem("TextureNodeTexMusgrave"),
|
|
NodeItem("TextureNodeTexStucci"),
|
|
]),
|
|
TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
|
|
NodeItem("TextureNodeMath"),
|
|
NodeItem("TextureNodeValToRGB"),
|
|
NodeItem("TextureNodeRGBToBW"),
|
|
NodeItem("TextureNodeValToNor"),
|
|
NodeItem("TextureNodeDistance"),
|
|
]),
|
|
TextureNodeCategory("TEX_DISTORT", "Distort", items=[
|
|
NodeItem("TextureNodeScale"),
|
|
NodeItem("TextureNodeTranslate"),
|
|
NodeItem("TextureNodeRotate"),
|
|
NodeItem("TextureNodeAt"),
|
|
]),
|
|
TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
|
|
TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
|
|
NodeItem("NodeFrame"),
|
|
NodeItem("NodeReroute"),
|
|
]),
|
|
]
|
|
|
|
|
|
def register():
|
|
nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
|
|
nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
|
|
nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
|
|
|
|
|
|
def unregister():
|
|
nodeitems_utils.unregister_node_categories('SHADER')
|
|
nodeitems_utils.unregister_node_categories('COMPOSITING')
|
|
nodeitems_utils.unregister_node_categories('TEXTURE')
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|