Update leenkx/blender/lnx/props_renderpath.py
This commit is contained in:
		@ -66,7 +66,7 @@ def update_preset(self, context):
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        rpdat.rp_stereo = False
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        rpdat.rp_voxelgi_resolution = '32'
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        rpdat.lnx_voxelgi_size = 0.125
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        rpdat.rp_voxels = 'Voxel AO'
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        rpdat.rp_voxels = 'Voxel GI'
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        rpdat.rp_render_to_texture = True
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        rpdat.rp_supersampling = '1'
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        rpdat.rp_antialiasing = 'SMAA'
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@ -152,7 +152,7 @@ def update_preset(self, context):
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        rpdat.rp_antialiasing = 'TAA'
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        rpdat.rp_compositornodes = True
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        rpdat.rp_volumetriclight = False
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        rpdat.rp_ssgi = 'RTAO'
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        rpdat.rp_ssgi = 'SSGI'
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        rpdat.lnx_ssrs = False
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        rpdat.lnx_micro_shadowing = True
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        rpdat.rp_ssr = True
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@ -330,6 +330,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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    rp_shadowmap_atlas: BoolProperty(name="Shadow Map Atlasing", description="Group shadow maps of lights of the same type in the same texture", default=False, update=update_renderpath)
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    rp_shadowmap_atlas_single_map: BoolProperty(name="Shadow Map Atlas single map", description="Use a single texture for all different light types.", default=False, update=update_renderpath)
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    rp_shadowmap_atlas_lod: BoolProperty(name="Shadow Map Atlas LOD (Experimental)", description="When enabled, the size of the shadow map will be determined on runtime based on the distance of the light to the camera", default=False, update=update_renderpath)
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    rp_shadowmap_transparent: BoolProperty(name="Transparency", description="Enable transparent shadowmaps", default=False, update=update_renderpath)
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    rp_shadowmap_atlas_lod_subdivisions: EnumProperty(
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        items=[('2', '2', '2'),
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               ('3', '3', '3'),
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@ -391,7 +392,8 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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    rp_ssgi: EnumProperty(
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        items=[('Off', 'No AO', 'Off'),
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               ('SSAO', 'SSAO', 'Screen space ambient occlusion'),
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               ('RTAO', 'RTAO', 'Ray-traced ambient occlusion')
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               ('SSGI', 'SSGI', 'Screen space global illumination')
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               #('RTAO', 'RTAO', 'Ray-traced ambient occlusion')
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               # ('RTGI', 'RTGI', 'Ray-traced global illumination')
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               ],
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        name="SSGI", description="Screen space global illumination", default='SSAO', update=update_renderpath)
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@ -507,7 +509,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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        	   ('1', '1', '1'),
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               ('2', '2', '2')],
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        name="Bounces", description="Trace multiple light bounces", default='1', update=update_renderpath)
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    lnx_voxelgi_clipmap_count: IntProperty(name="Clipmap count", description="Number of clipmaps", default=3, update=assets.invalidate_compiled_data)
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    lnx_voxelgi_clipmap_count: IntProperty(name="Clipmap count", description="Number of clipmaps", default=5, update=assets.invalidate_compiled_data)
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    lnx_voxelgi_temporal: BoolProperty(name="Temporal Filter", description="Use temporal filtering to stabilize voxels", default=False, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_shadows: BoolProperty(name="Shadows", description="Use voxels to render shadows", default=False, update=update_renderpath)
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    lnx_samples_per_pixel: EnumProperty(
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@ -529,6 +531,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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    lnx_voxelgi_spec: FloatProperty(name="Reflection", description="", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_refr: FloatProperty(name="Refraction", description="", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_shad: FloatProperty(name="Shadows", description="Contrast for voxels shadows", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_env: FloatProperty(name="Environment", description="", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_occ: FloatProperty(name="Occlusion", description="", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_size: FloatProperty(name="Size", description="Voxel size", default=0.25, update=assets.invalidate_shader_cache)
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    lnx_voxelgi_step: FloatProperty(name="Step", description="Step size", default=1.0, update=assets.invalidate_shader_cache)
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@ -544,15 +547,17 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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    lnx_water_density: FloatProperty(name="Density", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_water_refract: FloatProperty(name="Refract", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_water_reflect: FloatProperty(name="Reflect", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_ssgi_strength: FloatProperty(name="Strength", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_ssgi_strength: FloatProperty(name="Strength", default=8.0, update=assets.invalidate_shader_cache)
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    lnx_ssgi_radius: FloatProperty(name="Radius", default=1.0, update=assets.invalidate_shader_cache)
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    lnx_ssgi_step: FloatProperty(name="Step", default=2.0, update=assets.invalidate_shader_cache)
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    lnx_ssgi_max_steps: IntProperty(name="Max Steps", default=8, update=assets.invalidate_shader_cache)
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    lnx_ssgi_max_steps: IntProperty(name="Samples", default=32, update=assets.invalidate_shader_cache)
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    """
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    lnx_ssgi_rays: EnumProperty(
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        items=[('9', '9', '9'),
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               ('5', '5', '5'),
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               ],
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        name="Rays", description="Number of rays to trace for RTAO", default='5', update=assets.invalidate_shader_cache)
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    """
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    lnx_ssgi_half_res: BoolProperty(name="Half Res", description="Trace in half resolution", default=False, update=assets.invalidate_shader_cache)
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    lnx_bloom_threshold: FloatProperty(name="Threshold", description="Brightness above which a pixel is contributing to the bloom effect", min=0, default=0.8, update=assets.invalidate_shader_cache)
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    lnx_bloom_knee: FloatProperty(name="Knee", description="Smoothen transition around the threshold (higher values = smoother transition)", min=0, max=1, default=0.5, update=assets.invalidate_shader_cache)
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