Cleanup: format (with autopep8 line wrapping applied)

This commit is contained in:
Campbell Barton 2022-05-13 19:21:54 +10:00
parent 8741cf2038
commit 58555ccc7a
2 changed files with 82 additions and 31 deletions

View File

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

View File

@ -1082,8 +1082,18 @@ class CYCLES_OBJECT_PT_motion_blur(CyclesButtonsPanel, Panel):
def has_geometry_visibility(ob):
return ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LIGHT', 'VOLUME', 'POINTCLOUD', 'CURVES'}) or
(ob.instance_type == 'COLLECTION' and ob.instance_collection))
return ob and (
(ob.type in {
'MESH',
'CURVE',
'SURFACE',
'FONT',
'META',
'LIGHT',
'VOLUME',
'POINTCLOUD',
'CURVES',
}) or (ob.instance_type == 'COLLECTION' and ob.instance_collection))
class CYCLES_OBJECT_PT_shading(CyclesButtonsPanel, Panel):