RNA: follow boolean naming conventions
This commit is contained in:
parent
6ebcf98943
commit
0d559a6730
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@ -204,7 +204,7 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
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layout.prop(mat, "transparent_hide_backside")
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layout.prop(mat, "show_transparent_backside")
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layout.prop(mat, "use_screen_refraction")
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layout.prop(mat, "refraction_depth")
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@ -443,17 +443,17 @@ class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "gtao_enable", text="")
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self.layout.prop(props, "use_gtao", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.eevee
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layout.active = props.gtao_enable
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layout.active = props.use_gtao
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col = layout.column()
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col.prop(props, "gtao_use_bent_normals")
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col.prop(props, "gtao_bounce")
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col.prop(props, "use_gtao_bent_normals")
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col.prop(props, "use_gtao_bounce")
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col.prop(props, "gtao_distance")
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col.prop(props, "gtao_factor")
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col.prop(props, "gtao_quality")
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@ -471,14 +471,14 @@ class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "motion_blur_enable", text="")
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self.layout.prop(props, "use_motion_blur", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.eevee
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layout.active = props.motion_blur_enable
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layout.active = props.use_motion_blur
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col = layout.column()
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col.prop(props, "motion_blur_samples")
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col.prop(props, "motion_blur_shutter")
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@ -496,14 +496,14 @@ class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "dof_enable", text="")
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self.layout.prop(props, "use_dof", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.eevee
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layout.active = props.dof_enable
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layout.active = props.use_dof
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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col.prop(props, "bokeh_threshold")
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@ -521,14 +521,14 @@ class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "bloom_enable", text="")
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self.layout.prop(props, "use_bloom", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.eevee
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layout.active = props.bloom_enable
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layout.active = props.use_bloom
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col = layout.column()
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col.prop(props, "bloom_threshold")
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col.prop(props, "bloom_knee")
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@ -550,25 +550,25 @@ class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "volumetric_enable", text="")
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self.layout.prop(props, "use_volumetric", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.eevee
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layout.active = props.volumetric_enable
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layout.active = props.use_volumetric
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col = layout.column()
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col.prop(props, "volumetric_start")
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col.prop(props, "volumetric_end")
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col.prop(props, "volumetric_tile_size")
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col.prop(props, "volumetric_samples")
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col.prop(props, "volumetric_sample_distribution")
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col.prop(props, "volumetric_lights")
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col.prop(props, "use_volumetric_lights")
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col.prop(props, "volumetric_light_clamp")
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col.prop(props, "volumetric_shadows")
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col.prop(props, "use_volumetric_shadows")
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col.prop(props, "volumetric_shadow_samples")
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col.prop(props, "volumetric_colored_transmittance")
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col.prop(props, "use_volumetric_colored_transmittance")
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class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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@ -583,7 +583,7 @@ class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "sss_enable", text="")
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self.layout.prop(props, "use_sss", text="")
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def draw(self, context):
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layout = self.layout
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@ -593,7 +593,7 @@ class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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col = layout.column()
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col.prop(props, "sss_samples")
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col.prop(props, "sss_jitter_threshold")
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col.prop(props, "sss_separate_albedo")
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col.prop(props, "use_sss_separate_albedo")
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class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
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@ -608,7 +608,7 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "ssr_enable", text="")
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self.layout.prop(props, "use_ssr", text="")
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def draw(self, context):
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layout = self.layout
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@ -616,9 +616,9 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
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props = scene.eevee
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col = layout.column()
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col.active = props.ssr_enable
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col.prop(props, "ssr_refraction")
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col.prop(props, "ssr_halfres")
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col.active = props.use_ssr
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col.prop(props, "use_ssr_refraction")
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col.prop(props, "use_ssr_halfres")
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col.prop(props, "ssr_quality")
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col.prop(props, "ssr_max_roughness")
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col.prop(props, "ssr_thickness")
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@ -644,7 +644,7 @@ class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
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col.prop(props, "shadow_method")
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col.prop(props, "shadow_cube_size")
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col.prop(props, "shadow_cascade_size")
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col.prop(props, "shadow_high_bitdepth")
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col.prop(props, "use_shadow_high_bitdepth")
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class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
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@ -664,7 +664,7 @@ class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
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col = layout.column()
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col.prop(props, "taa_samples")
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col.prop(props, "taa_render_samples")
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col.prop(props, "taa_reprojection")
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col.prop(props, "use_taa_reprojection")
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class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
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@ -3628,7 +3628,7 @@ class VIEW3D_PT_overlay(Panel):
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col = layout.column()
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col.active = display_all
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col.prop(overlay, "transparent_bones")
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col.prop(overlay, "show_transparent_bones")
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col.prop(overlay, "show_bone_selection")
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elif context.mode == 'EDIT_ARMATURE':
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@ -3637,7 +3637,7 @@ class VIEW3D_PT_overlay(Panel):
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col = layout.column()
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col.active = display_all
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col.prop(overlay, "transparent_bones")
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col.prop(overlay, "show_transparent_bones")
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elif context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
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col.separator()
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@ -570,7 +570,7 @@ class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel):
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else:
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slot = None
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if slot and slot.valid:
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if slot and slot.is_valid:
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col.label("UV Map:")
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col.prop_search(slot, "uv_layer", ob.data, "uv_layers", text="")
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@ -372,8 +372,8 @@ void RNA_def_material(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Clip Threshold", "A pixel is rendered only if its alpha value is above this threshold");
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RNA_def_property_update(prop, 0, "rna_Material_draw_update");
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prop = RNA_def_property(srna, "transparent_hide_backside", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
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prop = RNA_def_property(srna, "show_transparent_backside", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_negative_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
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RNA_def_property_ui_text(prop, "Hide Backside", "Limit transparency to a single layer "
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"(avoids transparency sorting problems)");
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RNA_def_property_update(prop, 0, "rna_Material_draw_update");
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@ -519,7 +519,8 @@ static void rna_def_tex_slot(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "UV Map", "Name of UV map");
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RNA_def_property_update(prop, NC_GEOM | ND_DATA, "rna_Material_update");
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prop = RNA_def_property(srna, "valid", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "is_valid", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "valid", 1);
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RNA_def_property_clear_flag(prop, PROP_EDITABLE);
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RNA_def_property_ui_text(prop, "Valid", "Slot has a valid image and UV map");
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}
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@ -5850,7 +5850,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_range(prop, 1, INT_MAX);
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "taa_reprojection", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_taa_reprojection", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_TAA_REPROJECTION);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Viewport Denoising", "Denoise image using temporal reprojection "
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@ -5858,7 +5858,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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/* Screen Space Subsurface Scattering */
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prop = RNA_def_property(srna, "sss_enable", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_sss", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_ENABLED);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Subsurface Scattering", "Enable screen space subsurface scattering");
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@ -5876,7 +5876,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_range(prop, 0.0f, 1.0f);
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_SEPARATE_ALBEDO);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Separate Albedo", "Avoid albedo being blured by the subsurface scattering "
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@ -5884,19 +5884,19 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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/* Screen Space Reflection */
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prop = RNA_def_property(srna, "ssr_enable", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_ssr", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_ENABLED);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Screen Space Reflections", "Enable screen space reflection");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "ssr_refraction", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_ssr_refraction", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_REFRACTION);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Screen Space Refractions", "Enable screen space Refractions");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "ssr_halfres", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_ssr_halfres", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_HALF_RESOLUTION);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Half Res Trace", "Raytrace at a lower resolution");
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@ -5934,7 +5934,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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/* Volumetrics */
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prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_volumetric", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_ENABLED);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Volumetrics", "Enable scattering and absorbance of volumetric material");
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@ -5972,7 +5972,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Exponential Sampling", "Distribute more samples closer to the camera");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "volumetric_lights", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_volumetric_lights", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_LIGHTS);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Volumetric Lighting", "Enable scene lamps interactions with volumetrics");
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@ -5984,7 +5984,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Clamp", "Maximum light contribution, reducing noise");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_SHADOWS);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Volumetric Shadows", "Generate shadows from volumetric material (Very expensive)");
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@ -5996,26 +5996,26 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Volumetric Shadow Samples", "Number of samples to compute volumetric shadowing");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_COLORED);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Colored Transmittance", "Enable wavelength dependent volumetric transmittance");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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/* Ambient Occlusion */
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prop = RNA_def_property(srna, "gtao_enable", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_gtao", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_ENABLED);
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RNA_def_property_boolean_default(prop, 0);
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RNA_def_property_ui_text(prop, "Ambient Occlusion", "Enable ambient occlusion to simulate medium scale indirect shadowing");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "gtao_use_bent_normals", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_gtao_bent_normals", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BENT_NORMALS);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Bent Normals", "Compute main non occluded direction to sample the environment");
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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prop = RNA_def_property(srna, "gtao_bounce", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_gtao_bounce", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BOUNCE);
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RNA_def_property_boolean_default(prop, 1);
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RNA_def_property_ui_text(prop, "Bounces Approximation", "An approximation to simulate light bounces "
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@ -6043,7 +6043,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
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RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
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/* Depth of Field */
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prop = RNA_def_property(srna, "dof_enable", PROP_BOOLEAN, PROP_NONE);
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prop = RNA_def_property(srna, "use_dof", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_DOF_ENABLED);
|
||||
RNA_def_property_boolean_default(prop, 0);
|
||||
RNA_def_property_ui_text(prop, "Depth of Field", "Enable depth of field using the values from the active camera");
|
||||
|
@ -6064,7 +6064,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
|
|||
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
|
||||
|
||||
/* Bloom */
|
||||
prop = RNA_def_property(srna, "bloom_enable", PROP_BOOLEAN, PROP_NONE);
|
||||
prop = RNA_def_property(srna, "use_bloom", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_BLOOM_ENABLED);
|
||||
RNA_def_property_boolean_default(prop, 0);
|
||||
RNA_def_property_ui_text(prop, "Bloom", "High brighness pixels generate a glowing effect");
|
||||
|
@ -6111,7 +6111,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
|
|||
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
|
||||
|
||||
/* Motion blur */
|
||||
prop = RNA_def_property(srna, "motion_blur_enable", PROP_BOOLEAN, PROP_NONE);
|
||||
prop = RNA_def_property(srna, "use_motion_blur", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_MOTION_BLUR_ENABLED);
|
||||
RNA_def_property_boolean_default(prop, 0);
|
||||
RNA_def_property_ui_text(prop, "Motion Blur", "Enable motion blur effect (only in camera view)");
|
||||
|
@ -6148,7 +6148,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
|
|||
RNA_def_property_ui_text(prop, "Directional Shadows Resolution", "Size of sun lamps shadow maps");
|
||||
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
|
||||
|
||||
prop = RNA_def_property(srna, "shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
|
||||
prop = RNA_def_property(srna, "use_shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SHADOW_HIGH_BITDEPTH);
|
||||
RNA_def_property_boolean_default(prop, 0);
|
||||
RNA_def_property_ui_text(prop, "High Bitdepth", "Use 32bit shadows");
|
||||
|
|
|
@ -2475,7 +2475,7 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
|
|||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
|
||||
|
||||
prop = RNA_def_property(srna, "transparent_bones", PROP_BOOLEAN, PROP_NONE);
|
||||
prop = RNA_def_property(srna, "show_transparent_bones", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "overlay.arm_flag", V3D_OVERLAY_ARM_TRANSP_BONES);
|
||||
RNA_def_property_ui_text(prop, "Transparent Bones", "Display bones as transparent");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
|
||||
|
|
|
@ -15,14 +15,14 @@ def setup():
|
|||
scene = bpy.context.scene
|
||||
eevee = scene.eevee
|
||||
|
||||
eevee.sss_enable = True
|
||||
eevee.ssr_enable = True
|
||||
eevee.ssr_refraction = True
|
||||
eevee.gtao_enable = True
|
||||
eevee.dof_enable = True
|
||||
eevee.use_sss = True
|
||||
eevee.use_ssr = True
|
||||
eevee.use_ssr_refraction = True
|
||||
eevee.use_gtao = True
|
||||
eevee.use_dof = True
|
||||
|
||||
eevee.volumetric_enable = True
|
||||
eevee.volumetric_shadows = True
|
||||
eevee.use_volumetric = True
|
||||
eevee.use_volumetric_shadows = True
|
||||
eevee.volumetric_tile_size = '2'
|
||||
|
||||
for mat in bpy.data.materials:
|
||||
|
|
Loading…
Reference in New Issue