blender/scripts/startup/bl_ui/properties_view_layer.py
Clément Foucault e16b6ac3da EEVEE: Add support for view layer overrides
This was a missing features in EEVEE for ages which
was in fact very easy to implement.

EEVEE implements the sample override like the default
`Use` value in Cycles. It always override the sample
count if not 0. Adding a new option for changing this
behavior just like Cycles can be done later while
at the same time making the option more understandable
and its value moved to the blender's DNA.

This PR moves the UI panel to the Blender side to
be shared between Cycles and EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/140219
2025-06-12 14:18:29 +02:00

322 lines
10 KiB
Python

# SPDX-FileCopyrightText: 2012-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import Menu, Panel, UIList, ViewLayer
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
class VIEWLAYER_UL_aov(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname):
row = layout.row()
split = row.split(factor=0.65)
icon = 'NONE' if item.is_valid else 'ERROR'
split.row().prop(item, "name", text="", icon=icon, emboss=False)
split.row().prop(item, "type", text="", emboss=False)
class ViewLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "view_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
bl_label = "View Layer"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
layer = context.view_layer
col = layout.column()
col.prop(layer, "use", text="Use for Rendering")
col.prop(rd, "use_single_layer", text="Render Single Layer")
class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel):
bl_label = "Passes"
COMPAT_ENGINES = {
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
pass
class VIEWLAYER_PT_eevee_next_layer_passes_data(ViewLayerButtonsPanel, Panel):
bl_label = "Data"
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
view_layer = context.view_layer
col = layout.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
col.prop(view_layer, "use_pass_normal")
col.prop(view_layer, "use_pass_position")
sub = col.column()
sub.active = not scene.render.use_motion_blur
sub.prop(view_layer, "use_pass_vector")
col.prop(view_layer, "use_pass_grease_pencil", text="Grease Pencil")
class VIEWLAYER_PT_workbench_layer_passes_data(ViewLayerButtonsPanel, Panel):
bl_label = "Data"
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
col = layout.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_grease_pencil", text="Grease Pencil")
class VIEWLAYER_PT_eevee_next_layer_passes_light(ViewLayerButtonsPanel, Panel):
bl_label = "Light"
bl_translation_context = i18n_contexts.render_layer
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
view_layer_eevee = view_layer.eevee
col = layout.column(heading="Diffuse", align=True)
col.prop(view_layer, "use_pass_diffuse_direct", text="Light", text_ctxt=i18n_contexts.render_layer)
col.prop(view_layer, "use_pass_diffuse_color", text="Color")
col = layout.column(heading="Specular", align=True)
col.prop(view_layer, "use_pass_glossy_direct", text="Light", text_ctxt=i18n_contexts.render_layer)
col.prop(view_layer, "use_pass_glossy_color", text="Color")
col = layout.column(heading="Volume", heading_ctxt=i18n_contexts.id_id, align=True)
col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light", text_ctxt=i18n_contexts.render_layer)
col = layout.column(heading="Other", align=True)
col.prop(view_layer, "use_pass_emit", text="Emission")
col.prop(view_layer, "use_pass_environment")
col.prop(view_layer, "use_pass_shadow")
col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
col.prop(view_layer_eevee, "use_pass_transparent", text="Transparent")
col = layout.column()
col.active = view_layer.use_pass_ambient_occlusion
# TODO Move to view layer.
col.prop(context.scene.eevee, "gtao_distance", text="Occlusion Distance")
class ViewLayerAOVPanelHelper(ViewLayerButtonsPanel):
bl_label = "Shader AOV"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
row = layout.row()
col = row.column()
col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer, "aovs", view_layer, "active_aov_index", rows=3)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.view_layer_add_aov", icon='ADD', text="")
sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="")
aov = view_layer.active_aov
if aov and not aov.is_valid:
layout.label(text="Conflicts with another render pass with the same name", icon='ERROR')
class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanelHelper, Panel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
class ViewLayerCryptomattePanelHelper(ViewLayerButtonsPanel):
bl_label = "Cryptomatte"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
col = layout.column()
col.prop(view_layer, "use_pass_cryptomatte_object", text="Object")
col.prop(view_layer, "use_pass_cryptomatte_material", text="Material")
col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset")
col = layout.column()
col.active = any((
view_layer.use_pass_cryptomatte_object,
view_layer.use_pass_cryptomatte_material,
view_layer.use_pass_cryptomatte_asset,
))
col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")
class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanelHelper, Panel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
class VIEWLAYER_MT_lightgroup_sync(Menu):
bl_label = "Lightgroup Sync"
def draw(self, _context):
layout = self.layout
layout.operator("scene.view_layer_add_used_lightgroups", icon='ADD')
layout.operator("scene.view_layer_remove_unused_lightgroups", icon='REMOVE')
class ViewLayerLightgroupsPanelHelper(ViewLayerButtonsPanel):
bl_label = "Light Groups"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
row = layout.row()
col = row.column()
col.template_list(
"UI_UL_list", "lightgroups", view_layer,
"lightgroups", view_layer, "active_lightgroup_index", rows=3,
)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="")
sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="")
sub.separator()
sub.menu("VIEWLAYER_MT_lightgroup_sync", icon='DOWNARROW_HLT', text="")
class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanelHelper, Panel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'CYCLES'}
class VIEWLAYER_PT_filter(ViewLayerButtonsPanel, Panel):
bl_label = "Filter"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
view_layer = context.view_layer
col = layout.column(heading="Include")
col.prop(view_layer, "use_sky", text="Environment")
col.prop(view_layer, "use_solid", text="Surfaces")
col.prop(view_layer, "use_strand", text="Curves")
col.prop(view_layer, "use_volumes", text="Volumes")
col.prop(view_layer, "use_grease_pencil", text="Grease Pencil")
col = layout.column(heading="Use")
sub = col.row()
sub.prop(view_layer, "use_motion_blur", text="Motion Blur")
sub.active = scene.render.use_motion_blur
class VIEWLAYER_PT_override(ViewLayerButtonsPanel, Panel):
bl_label = "Override"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_EEVEE_NEXT',
'CYCLES',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
layout.prop(view_layer, "material_override")
layout.prop(view_layer, "world_override")
layout.prop(view_layer, "samples")
class VIEWLAYER_PT_layer_custom_props(PropertyPanel, Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "view_layer"
_context_path = "view_layer"
_property_type = ViewLayer
classes = (
VIEWLAYER_MT_lightgroup_sync,
VIEWLAYER_PT_layer,
VIEWLAYER_PT_layer_passes,
VIEWLAYER_PT_workbench_layer_passes_data,
VIEWLAYER_PT_eevee_next_layer_passes_data,
VIEWLAYER_PT_eevee_next_layer_passes_light,
VIEWLAYER_PT_layer_passes_cryptomatte,
VIEWLAYER_PT_layer_passes_aov,
VIEWLAYER_PT_layer_passes_lightgroups,
VIEWLAYER_PT_filter,
VIEWLAYER_PT_override,
VIEWLAYER_PT_layer_custom_props,
VIEWLAYER_UL_aov,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)