Cleanup: format (with autopep8 line wrapping applied)
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@ -24,12 +24,19 @@ from . import camera
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enum_devices = (
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('CPU', "CPU", "Use CPU for rendering"),
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('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in the system tab in the user preferences"),
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('GPU', "GPU Compute",
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"Use GPU compute device for rendering, configured in the system tab in the user preferences"),
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)
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enum_feature_set = (
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('SUPPORTED', "Supported", "Only use finished and supported features"),
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('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future", 'ERROR', 1),
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('SUPPORTED',
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"Supported",
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"Only use finished and supported features"),
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('EXPERIMENTAL',
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"Experimental",
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"Use experimental and incomplete features that might be broken or change in the future",
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'ERROR',
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1),
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)
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enum_displacement_methods = (
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@ -81,9 +88,14 @@ enum_sampling_pattern = (
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)
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enum_volume_sampling = (
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('DISTANCE', "Distance", "Use distance sampling, best for dense volumes with lights far away"),
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('EQUIANGULAR', "Equiangular", "Use equiangular sampling, best for volumes with low density with light inside or near the volume"),
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('MULTIPLE_IMPORTANCE', "Multiple Importance",
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('DISTANCE',
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"Distance",
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"Use distance sampling, best for dense volumes with lights far away"),
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('EQUIANGULAR',
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"Equiangular",
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"Use equiangular sampling, best for volumes with low density with light inside or near the volume"),
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('MULTIPLE_IMPORTANCE',
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"Multiple Importance",
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"Combine distance and equi-angular sampling for volumes where neither method is ideal"),
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)
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@ -93,10 +105,15 @@ enum_volume_interpolation = (
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)
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enum_world_mis = (
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('NONE', "None", "Don't sample the background, faster but might cause noise for non-solid backgrounds"),
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('AUTOMATIC', "Auto", "Automatically try to determine the best setting"),
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('MANUAL', "Manual", "Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noise")
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)
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('NONE',
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"None",
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"Don't sample the background, faster but might cause noise for non-solid backgrounds"),
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('AUTOMATIC',
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"Auto",
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"Automatically try to determine the best setting"),
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('MANUAL',
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"Manual",
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"Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noise"))
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enum_device_type = (
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('CPU', "CPU", "CPU", 0),
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@ -210,17 +227,33 @@ enum_denoising_input_passes = (
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)
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enum_denoising_prefilter = (
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('NONE', "None", "No prefiltering, use when guiding passes are noise-free", 1),
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('FAST', "Fast", "Denoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time", 2),
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('ACCURATE', "Accurate", "Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time", 3),
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('NONE',
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"None",
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"No prefiltering, use when guiding passes are noise-free",
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1),
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('FAST',
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"Fast",
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"Denoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time",
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2),
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('ACCURATE',
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"Accurate",
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"Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time",
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3),
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)
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enum_direct_light_sampling_type = (
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('MULTIPLE_IMPORTANCE_SAMPLING', "Multiple Importance Sampling",
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"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracing", 0),
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('FORWARD_PATH_TRACING', "Forward Path Tracing", "Direct light contributions are only sampled using forward path tracing", 1),
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('NEXT_EVENT_ESTIMATION', "Next-Event Estimation",
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"Direct light contributions are only sampled using next-event estimation", 2),
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('MULTIPLE_IMPORTANCE_SAMPLING',
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"Multiple Importance Sampling",
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"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracing",
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0),
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('FORWARD_PATH_TRACING',
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"Forward Path Tracing",
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"Direct light contributions are only sampled using forward path tracing",
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1),
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('NEXT_EVENT_ESTIMATION',
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"Next-Event Estimation",
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"Direct light contributions are only sampled using next-event estimation",
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2),
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)
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@ -357,7 +390,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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scrambling_distance: FloatProperty(
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name="Scrambling Distance",
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default=1.0,
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min=0.0, soft_max=1.0,
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min=0.0,
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soft_max=1.0,
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description="Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low",
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)
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preview_scrambling_distance: BoolProperty(
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@ -383,7 +417,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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name="Light Sampling Threshold",
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description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). "
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"Zero disables the test and never ignores lights",
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min=0.0, max=1.0,
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min=0.0,
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max=1.0,
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default=0.01,
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)
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@ -395,7 +430,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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adaptive_threshold: FloatProperty(
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name="Adaptive Sampling Threshold",
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description="Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples",
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min=0.0, max=1.0,
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min=0.0,
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max=1.0,
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soft_min=0.001,
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default=0.01,
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precision=4,
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@ -403,7 +439,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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adaptive_min_samples: IntProperty(
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name="Adaptive Min Samples",
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description="Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold",
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min=0, max=4096,
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min=0,
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max=4096,
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default=0,
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)
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@ -415,7 +452,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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preview_adaptive_threshold: FloatProperty(
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name="Adaptive Sampling Threshold",
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description="Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport renders",
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min=0.0, max=1.0,
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min=0.0,
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max=1.0,
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soft_min=0.001,
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default=0.1,
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precision=4,
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@ -423,7 +461,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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preview_adaptive_min_samples: IntProperty(
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name="Adaptive Min Samples",
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description="Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport renders",
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min=0, max=4096,
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min=0,
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max=4096,
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default=0,
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)
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@ -550,7 +589,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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max_subdivisions: IntProperty(
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name="Max Subdivisions",
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description="Stop subdividing when this level is reached even if the dice rate would produce finer tessellation",
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min=0, max=16,
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min=0,
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max=16,
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default=12,
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)
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@ -817,8 +857,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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debug_use_optix_debug: BoolProperty(
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name="OptiX Module Debug",
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description="Load OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization level",
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default=False
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)
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default=False)
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@classmethod
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def register(cls):
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@ -1185,7 +1224,8 @@ class CyclesObjectSettings(bpy.types.PropertyGroup):
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motion_steps: IntProperty(
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name="Motion Steps",
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description="Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))",
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min=1, max=7,
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min=1,
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max=7,
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default=1,
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)
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@ -1224,7 +1264,8 @@ class CyclesObjectSettings(bpy.types.PropertyGroup):
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shadow_terminator_geometry_offset: FloatProperty(
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name="Shadow Terminator Geometry Offset",
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description="Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light",
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min=0.0, max=1.0,
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min=0.0,
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max=1.0,
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default=0.1,
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)
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@ -1082,8 +1082,18 @@ class CYCLES_OBJECT_PT_motion_blur(CyclesButtonsPanel, Panel):
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def has_geometry_visibility(ob):
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return ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LIGHT', 'VOLUME', 'POINTCLOUD', 'CURVES'}) or
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(ob.instance_type == 'COLLECTION' and ob.instance_collection))
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return ob and (
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(ob.type in {
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'MESH',
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'CURVE',
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'SURFACE',
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'FONT',
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'META',
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'LIGHT',
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'VOLUME',
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'POINTCLOUD',
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'CURVES',
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}) or (ob.instance_type == 'COLLECTION' and ob.instance_collection))
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class CYCLES_OBJECT_PT_shading(CyclesButtonsPanel, Panel):
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