armory/blender/props.py

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import shutil
import bpy
import os
import json
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import nodes_pipeline
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from bpy.types import Menu, Panel, UIList
from bpy.props import *
def cb_scene_update(context):
edit_obj = bpy.context.edit_object
if edit_obj is not None and edit_obj.is_updated_data is True:
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edit_obj.data.geometry_cached = False
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def initProperties():
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# For project
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bpy.types.World.CGVersion = StringProperty(name = "CGVersion", default="")
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bpy.types.World.CGProjectTarget = EnumProperty(
items = [('HTML5', 'HTML5', 'HTML5'),
('Windows', 'Windows', 'Windows'),
('OSX', 'OSX', 'OSX'),
('Linux', 'Linux', 'Linux'),
('iOS', 'iOS', 'iOS'),
('Android', 'Android', 'Android')],
name = "Target", default='HTML5')
bpy.types.World.CGProjectName = StringProperty(name = "Name", default="ArmoryGame")
bpy.types.World.CGProjectPackage = StringProperty(name = "Package", default="game")
bpy.types.World.CGProjectWidth = IntProperty(name = "Width", default=800)
bpy.types.World.CGProjectHeight = IntProperty(name = "Height", default=600)
bpy.types.World.CGProjectScene = StringProperty(name = "Scene")
bpy.types.World.CGProjectSamplesPerPixel = IntProperty(name = "Samples per pixel", default=1)
bpy.types.World.CGPhysics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics", default='Bullet')
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bpy.types.World.CGKhafile = StringProperty(name = "Khafile")
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bpy.types.World.CGMinimize = BoolProperty(name="Minimize Data", default=True)
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bpy.types.World.CGOptimizeGeometry = BoolProperty(name="Optimize Geometry", default=False)
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bpy.types.World.CGSampledAnimation = BoolProperty(name="Sampled Animation", default=False)
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bpy.types.World.CGCacheShaders = BoolProperty(name="Cache Shaders", default=True)
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bpy.types.World.CGPlayViewportCamera = BoolProperty(name="Viewport Camera", default=False)
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bpy.types.World.CGPlayViewportNavigation = EnumProperty(
items = [('None', 'None', 'None'),
('Walk', 'Walk', 'Walk')],
name = "Navigation", default='Walk')
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bpy.types.World.CGPlayConsole = BoolProperty(name="Debug Console", default=False)
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bpy.types.World.CGPlayDeveloperTools = BoolProperty(name="Developer Tools", default=False)
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bpy.types.World.CGPlayRuntime = EnumProperty(
items = [('Electron', 'Electron', 'Electron'),
('Krom', 'Krom', 'Krom')],
name = "Runtime", default='Electron')
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# For object
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bpy.types.Object.instanced_children = bpy.props.BoolProperty(name="Instanced Children", default=False)
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bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override Material", default=False)
bpy.types.Object.override_material_name = bpy.props.StringProperty(name="Name", default="")
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bpy.types.Object.game_export = bpy.props.BoolProperty(name="Game Export", default=True)
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# For geometry
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bpy.types.Mesh.geometry_cached = bpy.props.BoolProperty(name="Geometry Cached", default=False)
bpy.types.Mesh.geometry_cached_verts = bpy.props.IntProperty(name="Last Verts", default=0)
bpy.types.Mesh.geometry_cached_edges = bpy.props.IntProperty(name="Last Edges", default=0)
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bpy.types.Mesh.static_usage = bpy.props.BoolProperty(name="Static Usage", default=True)
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bpy.types.Curve.static_usage = bpy.props.BoolProperty(name="Static Usage", default=True)
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# For camera
bpy.types.Camera.frustum_culling = bpy.props.BoolProperty(name="Frustum Culling", default=True)
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bpy.types.Camera.pipeline_path = bpy.props.StringProperty(name="Pipeline Path", default="deferred_pipeline")
bpy.types.Camera.pipeline_id = bpy.props.StringProperty(name="Pipeline ID", default="deferred")
# TODO: Specify multiple material ids, merge ids from multiple cameras
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bpy.types.Camera.geometry_context = bpy.props.StringProperty(name="Geometry", default="deferred")
bpy.types.Camera.shadows_context = bpy.props.StringProperty(name="Shadows", default="shadowmap")
bpy.types.Camera.translucent_context = bpy.props.StringProperty(name="Translucent", default="translucent")
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bpy.types.Camera.overlay_context = bpy.props.StringProperty(name="Overlay", default="overlay")
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bpy.types.Camera.is_probe = bpy.props.BoolProperty(name="Probe", default=False)
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bpy.types.Camera.probe_generate_radiance = bpy.props.BoolProperty(name="Generate Radiance", default=False)
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bpy.types.Camera.probe_texture = bpy.props.StringProperty(name="Texture", default="")
bpy.types.Camera.probe_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
bpy.types.Camera.probe_volume = bpy.props.StringProperty(name="Volume", default="")
bpy.types.Camera.probe_strength = bpy.props.FloatProperty(name="Strength", default=1.0)
bpy.types.Camera.probe_blending = bpy.props.FloatProperty(name="Blending", default=0.0)
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# TODO: move to world
bpy.types.Camera.world_envtex_name = bpy.props.StringProperty(name="Environment Texture", default='')
bpy.types.Camera.world_envtex_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
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bpy.types.Camera.world_envtex_color = bpy.props.FloatVectorProperty(name="Environment Color", size=4, default=[0,0,0,1])
bpy.types.Camera.world_envtex_strength = bpy.props.FloatProperty(name="Environment Strength", default=1.0)
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bpy.types.Camera.world_envtex_sun_direction = bpy.props.FloatVectorProperty(name="Sun Direction", size=3, default=[0,0,0])
bpy.types.Camera.world_envtex_turbidity = bpy.props.FloatProperty(name="Turbidity", default=1.0)
bpy.types.Camera.world_envtex_ground_albedo = bpy.props.FloatProperty(name="Ground Albedo", default=0.0)
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bpy.types.Camera.last_decal_context = bpy.props.StringProperty(name="Decal Context", default='')
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bpy.types.World.world_defs = bpy.props.StringProperty(name="World Shader Defs", default='')
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bpy.types.World.generate_radiance = bpy.props.BoolProperty(name="Generate Radiance", default=True)
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bpy.types.World.generate_clouds = bpy.props.BoolProperty(name="Generate Clouds", default=False)
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bpy.types.World.generate_clouds_density = bpy.props.FloatProperty(name="Density", default=0.6, min=0.0, max=10.0)
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bpy.types.World.generate_clouds_size = bpy.props.FloatProperty(name="Size", default=1.0, min=0.0, max=10.0)
bpy.types.World.generate_clouds_lower = bpy.props.FloatProperty(name="Lower", default=2.0, min=1.0, max=10.0)
bpy.types.World.generate_clouds_upper = bpy.props.FloatProperty(name="Upper", default=3.5, min=1.0, max=10.0)
bpy.types.World.generate_clouds_wind = bpy.props.FloatVectorProperty(name="Wind", default=[0.2, 0.06], size=2)
bpy.types.World.generate_clouds_secondary = bpy.props.FloatProperty(name="Secondary", default=0.0, min=0.0, max=10.0)
bpy.types.World.generate_clouds_precipitation = bpy.props.FloatProperty(name="Precipitation", default=1.0, min=0.0, max=2.0)
bpy.types.World.generate_clouds_eccentricity = bpy.props.FloatProperty(name="Eccentricity", default=0.6, min=0.0, max=1.0)
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bpy.types.World.shadowmap_size = bpy.props.IntProperty(name="Shadowmap Size", default=0)
bpy.types.World.scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
bpy.types.World.bundled_scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
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bpy.types.World.generate_ocean = bpy.props.BoolProperty(name="Generate Ocean", default=False)
bpy.types.World.generate_ocean_base_color = bpy.props.FloatVectorProperty(name="Base Color", size=3, default=[0.1, 0.19, 0.37], subtype='COLOR')
bpy.types.World.generate_ocean_water_color = bpy.props.FloatVectorProperty(name="Water Color", size=3, default=[0.6, 0.7, 0.9], subtype='COLOR')
bpy.types.World.generate_ocean_level = bpy.props.FloatProperty(name="Level", default=0.0)
bpy.types.World.generate_ocean_amplitude = bpy.props.FloatProperty(name="Amplitude", default=2.5)
bpy.types.World.generate_ocean_height = bpy.props.FloatProperty(name="Height", default=0.6)
bpy.types.World.generate_ocean_choppy = bpy.props.FloatProperty(name="Choppy", default=4.0)
bpy.types.World.generate_ocean_speed = bpy.props.FloatProperty(name="Speed", default=1.0)
bpy.types.World.generate_ocean_freq = bpy.props.FloatProperty(name="Freq", default=0.16)
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bpy.types.World.generate_ocean_fade = bpy.props.FloatProperty(name="Fade", default=1.8)
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bpy.types.World.generate_ssao = bpy.props.BoolProperty(name="Generate SSAO", default=True)
bpy.types.World.generate_ssao_size = bpy.props.FloatProperty(name="Size", default=0.12)
bpy.types.World.generate_ssao_strength = bpy.props.FloatProperty(name="Strength", default=0.55)
bpy.types.World.generate_shadows = bpy.props.BoolProperty(name="Generate Shadows", default=True)
bpy.types.World.generate_shadows_bias = bpy.props.FloatProperty(name="Bias", default=0.00005)
bpy.types.World.generate_bloom = bpy.props.BoolProperty(name="Generate Bloom", default=True)
bpy.types.World.generate_bloom_treshold = bpy.props.FloatProperty(name="Treshold", default=3.0)
bpy.types.World.generate_motion_blur = bpy.props.BoolProperty(name="Generate Motion Blur", default=True)
bpy.types.World.generate_motion_blur_intensity = bpy.props.FloatProperty(name="Intensity", default=1.0)
bpy.types.World.generate_ssr = bpy.props.BoolProperty(name="Generate SSR", default=True)
bpy.types.World.generate_ssr_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.04)
bpy.types.World.generate_ssr_min_ray_step = bpy.props.FloatProperty(name="Ray Step Min", default=0.05)
bpy.types.World.generate_ssr_search_dist = bpy.props.FloatProperty(name="Search Dist", default=5.0)
bpy.types.World.generate_ssr_falloff_exp = bpy.props.FloatProperty(name="Falloff Exp", default=5.0)
bpy.types.World.generate_ssr_jitter = bpy.props.FloatProperty(name="Jitter", default=0.6)
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# For material
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bpy.types.Material.receive_shadow = bpy.props.BoolProperty(name="Receive Shadow", default=True)
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bpy.types.Material.override_shader = bpy.props.BoolProperty(name="Override Shader", default=False)
bpy.types.Material.override_shader_name = bpy.props.StringProperty(name="Name", default='')
bpy.types.Material.override_shader_context = bpy.props.BoolProperty(name="Override Context", default=False)
bpy.types.Material.override_shader_context_name = bpy.props.StringProperty(name="Name", default='')
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bpy.types.Material.stencil_mask = bpy.props.IntProperty(name="Stencil Mask", default=0)
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bpy.types.Material.export_tangents = bpy.props.BoolProperty(name="Export Tangents", default=False)
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bpy.types.Material.skip_context = bpy.props.StringProperty(name="Skip Context", default='')
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bpy.types.Material.overlay = bpy.props.BoolProperty(name="X-Ray", default=False)
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# For scene
bpy.types.Scene.game_export = bpy.props.BoolProperty(name="Game Export", default=True)
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# For light
bpy.types.Lamp.light_clip_start = bpy.props.FloatProperty(name="Clip Start", default=0.1)
bpy.types.Lamp.light_clip_end = bpy.props.FloatProperty(name="Clip End", default=100.0)
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# Menu in object region
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class ObjectPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
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layout.prop(obj, 'game_export')
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if obj.type == 'MESH':
layout.prop(obj, 'instanced_children')
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layout.prop(obj, 'override_material')
if obj.override_material:
layout.prop(obj, 'override_material_name')
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# Menu in modifiers region
class ModifiersPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "modifier"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
# Assume as first modifier
if len(obj.modifiers) > 0 and obj.modifiers[0].type == 'OCEAN':
layout.prop(bpy.data.worlds[0], 'generate_ocean_base_color')
layout.prop(bpy.data.worlds[0], 'generate_ocean_water_color')
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layout.prop(bpy.data.worlds[0], 'generate_ocean_fade')
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# Menu in data region
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class DataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj.type == 'CAMERA':
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layout.prop(obj.data, 'is_probe')
if obj.data.is_probe == True:
layout.prop(obj.data, 'probe_texture')
layout.prop_search(obj.data, "probe_volume", bpy.data, "objects")
layout.prop(obj.data, 'probe_strength')
layout.prop(obj.data, 'probe_blending')
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layout.prop(obj.data, 'frustum_culling')
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layout.prop_search(obj.data, "pipeline_path", bpy.data, "node_groups")
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layout.operator("cg.reset_pipelines")
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elif obj.type == 'MESH' or obj.type == 'FONT':
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layout.prop(obj.data, 'static_usage')
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layout.operator("cg.invalidate_cache")
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elif obj.type == 'LAMP':
layout.prop(obj.data, 'light_clip_start')
layout.prop(obj.data, 'light_clip_end')
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class ScenePropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
obj = bpy.context.scene
layout.prop(obj, 'game_export')
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class OBJECT_OT_RESETPIPELINESButton(bpy.types.Operator):
bl_idname = "cg.reset_pipelines"
bl_label = "Reset Pipelines"
def execute(self, context):
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nodes_pipeline.reset_pipelines()
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return{'FINISHED'}
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class OBJECT_OT_INVALIDATECACHEButton(bpy.types.Operator):
bl_idname = "cg.invalidate_cache"
bl_label = "Invalidate Cache"
def execute(self, context):
context.object.geometry_cached = False
return{'FINISHED'}
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# Menu in materials region
class MatsPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "material"
def draw(self, context):
layout = self.layout
mat = bpy.context.material
layout.prop(mat, 'receive_shadow')
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layout.prop(mat, 'override_shader')
if mat.override_shader:
layout.prop(mat, 'override_shader_name')
layout.prop(mat, 'override_shader_context')
if mat.override_shader_context:
layout.prop(mat, 'override_shader_context_name')
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layout.prop(mat, 'stencil_mask')
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layout.prop(mat, 'skip_context')
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layout.prop(mat, 'overlay')
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# Menu in world region
class WorldPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "world"
def draw(self, context):
layout = self.layout
wrd = bpy.context.world
layout.prop(wrd, 'generate_radiance')
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layout.prop(wrd, 'generate_clouds')
if wrd.generate_clouds:
layout.prop(wrd, 'generate_clouds_density')
layout.prop(wrd, 'generate_clouds_size')
layout.prop(wrd, 'generate_clouds_lower')
layout.prop(wrd, 'generate_clouds_upper')
layout.prop(wrd, 'generate_clouds_wind')
layout.prop(wrd, 'generate_clouds_secondary')
layout.prop(wrd, 'generate_clouds_precipitation')
layout.prop(wrd, 'generate_clouds_eccentricity')
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layout.prop(wrd, 'generate_ssao')
if wrd.generate_ssao:
layout.prop(wrd, 'generate_ssao_size')
layout.prop(wrd, 'generate_ssao_strength')
layout.prop(wrd, 'generate_shadows')
if wrd.generate_shadows:
layout.prop(wrd, 'generate_shadows_bias')
layout.prop(wrd, 'generate_bloom')
if wrd.generate_bloom:
layout.prop(wrd, 'generate_bloom_treshold')
layout.prop(wrd, 'generate_motion_blur')
if wrd.generate_motion_blur:
layout.prop(wrd, 'generate_motion_blur_intensity')
layout.prop(wrd, 'generate_ssr')
if wrd.generate_ssr:
layout.prop(wrd, 'generate_ssr_ray_step')
layout.prop(wrd, 'generate_ssr_min_ray_step')
layout.prop(wrd, 'generate_ssr_search_dist')
layout.prop(wrd, 'generate_ssr_falloff_exp')
layout.prop(wrd, 'generate_ssr_jitter')
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# Registration
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def register():
bpy.utils.register_module(__name__)
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initProperties()
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bpy.app.handlers.scene_update_post.append(cb_scene_update)
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def unregister():
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bpy.app.handlers.scene_update_post.remove(cb_scene_update)
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bpy.utils.unregister_module(__name__)