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Spell RenderMan with bi-caps in user-visible strings
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Made a pass to replace "Renderman" with "RenderMan" in user-visible strings
and a few comments and text files.  The official spelling uses bi-caps.
Took a fairly conservative approach and generally left internal strings
alone, however, in order to avoid potentially breaking things.
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a-e-k committed Aug 14, 2017
1 parent b79523b commit eda94d7
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Showing 10 changed files with 75 additions and 73 deletions.
26 changes: 14 additions & 12 deletions changelog.txt
@@ -1,13 +1,15 @@
v21.5.0 8/14/17
* Heat grid now available for Blender smoke sims cached with OpenVDB
* RIB formatting now works with IPR renders
* Icons have been added to all ui panels that contain Renderman settings
* Icons have been added to all ui panels that contain RenderMan settings
* Numerous fixes to the preset browser
* Light rig presets now have correct world rotation
* Can now update crop window during IPR
* Viewport diffuse and specular color controls now work
* Auto updater has been temporarily removed
* Materials can now be linked directly to an object instance
* Update a few paths, URLs, and other details
* Spell RenderMan with bi-caps in user visible strings
* RenderManForBlender is now being released under the MIT license
* Code contributed by adminradio, a-e-k, bsavery, jdent02, and Lightye

Expand Down Expand Up @@ -44,14 +46,14 @@ v21.2.0 11/8/16
* NOTE SIGNIFICANT CHANGE - Nodetrees are moved to use the built in cycles nodetree!
* This will help file linking and allow node groups.
* However you will have to redo your nodetrees.
* Cycles nodes can be used with Renderman shaders.
* this is still a work in progress. Some Cycles nodes will not function properly (or at all) with Renderman.
* Cycles nodes can be used with RenderMan shaders.
* this is still a work in progress. Some Cycles nodes will not function properly (or at all) with RenderMan.
* Using "add renderman nodetree" will attempt to convert and hook up your cycles nodetree.
* this is still a work in progress and won't give you an exact conversion.
* New PxrSurface lobe AOV's. Due to changes in codebase you will have to reassign any existing AOV's to avoid export errors.
* Support for PRMan 21 features - specifically new shaders and lights.
* Portal lights are supported.
* Light filters are added - using a light and set it to "Filter type", then link the filters to your lights.
* Light filters are added - using a light and set it to "Filter type", then link the filters to your lights.
* Sample and display filters are now under the scene properties.
* Support for all Projection plugins (VR rendering with OmniDirectional!) under the camera props.
* Icons are updated to renderman 21 icons.
Expand All @@ -77,7 +79,7 @@ v0.9.0 7/13/16
* Render Selected button - quickly lets you render only a set of objects selected
* Sampling presets to quickly change sampling settings (thanks rgordon)
* Incremental rendering can now be disabled (it's on by default)
* Rib generation should be more stable
* Rib generation should be more stable
* default OUT directory is now /tmp
* cache sizes options are now available in advanced scene settings
* curves can render as ribbons now or round curves (default)
Expand Down Expand Up @@ -111,7 +113,7 @@ v0.8.0 03/22/2016
* !!! Longstanding IPR bug, the initial rendering with IPR no longer locks up Blender.

v0.7.0 11/06/2015
* Light shapes for area lights area now a selector control not on the shader. The shader setting will happen automagically. Also the shape for distant/point/spot lights should be correct now.
* Light shapes for area lights area now a selector control not on the shader. The shader setting will happen automagically. Also the shape for distant/point/spot lights should be correct now.

v0.6.0 8/20/2015
* Light linking!
Expand All @@ -123,14 +125,14 @@ v0.5.0 8/20/2015
* Backed out some multi-material changes until we have a proper bxdf switch node
* Custom AOVs as well as specifying a lpe light group or object group works (please let me know any issues with this)
* Little prettier shader swatch previews
* Crop windows/borders work.
* Crop windows/borders work.

v0.4.0 8/3/2015
* OSL should now support IPR
* more example files
* RIB generation rewrite. ~6x speedup creating rib for gooseberry benchmark
* uv's across multi-material objects should now work
* multi-material objects now use the same geometry instead of splitting it.
* multi-material objects now use the same geometry instead of splitting it.
* however the current limitation is that multi-material objects can't be emissive
* Metaball support (Thanks to @rendermouse!)
* better deformation and multi-segment motion blur ribs.
Expand All @@ -156,7 +158,7 @@ v0.2.6 7/13/2015
* Objects Geometry is output to a rib archive either under $SCENE/archives/static or $SCENE/archives/$FRAME_NUM if animated.
* Objects Geometry is only output if the object is updated. For example if a scene is created, rendered, then
re-rendered, the geometry would not be re-ribgenned. However if the object was updated in blender, it would update the rib. This will greatly speed ribgens but may cause issues if somehow an object is updated but the timestamp not updated.
In this case the archives directory can simply be removed, or the objects rib archive individually.
In this case the archives directory can simply be removed, or the objects rib archive individually.

v0.2.5 7/13/2015
* INTERACTIVE RENDERING IS HERE!!!!
Expand Down Expand Up @@ -235,7 +237,7 @@ v0.6.5 - 23/08/2011


v0.6.4 - 20/08/2011
* Fix for not finding 3delight library correctly on Linux (ubuntu)
* Fix for not finding 3delight library correctly on Linux (ubuntu)


v0.6.3 - 11/08/2011
Expand Down Expand Up @@ -285,11 +287,11 @@ Fixes:
* Added manual shader initialisation to work around new limitations in bpy API
* Attempted fixes for windows texture path troubles

New features:
New features:
* Motion blurred dynamic hair support

New features contributed by Magnus Löfgren:
* Support for deep shadow maps (Transparent Shadows), on by default
* Support for deep shadow maps (Transparent Shadows), on by default
* Trace Motion Blur parameter now accessible, allowing motion blurred shadows


Expand Down
2 changes: 1 addition & 1 deletion export.py
Expand Up @@ -3633,7 +3633,7 @@ def make_dspy_info(scene):
Create some render parameter from scene and pass it to image tool.
If current scene renders to "it", collect some useful infos from scene
and send them alongside the render job to Rendermans image tool. Applies to
and send them alongside the render job to RenderMan's image tool. Applies to
renderpass result only, does not affect postprocessing like denoise.
"""
params = {}
Expand Down
6 changes: 3 additions & 3 deletions icons/icons.py
Expand Up @@ -114,18 +114,18 @@ def load_icons():

# Create OpenVDB Visualizer

# Renderman Doc
# RenderMan Doc
custom_icons.load("help", os.path.join(
icons_dir, "rman_help.png"), 'IMAGE')
# About Renderman
# About RenderMan
custom_icons.load("info", os.path.join(
icons_dir, "rman_info.png"), 'IMAGE')

# Reload plugin
custom_icons.load("reload_plugin", os.path.join(
icons_dir, "rman_loadplugin.png"), 'IMAGE')

# Renderman for Blender UI-Panels Icon - "R"
# RenderMan for Blender UI-Panels Icon - "R"
custom_icons.load("rfb_panel", os.path.join(
icons_dir, "rman_blender.png"), 'IMAGE')

Expand Down
52 changes: 26 additions & 26 deletions nodes.py
Expand Up @@ -127,9 +127,9 @@ def init_socket(self, node, socket, data_path):

# socket types (need this just for the ui_open)
class RendermanNodeSocketFloat(bpy.types.NodeSocketFloat, RendermanSocket):
'''Renderman float input/output'''
'''RenderMan float input/output'''
bl_idname = 'RendermanNodeSocketFloat'
bl_label = 'Renderman Float Socket'
bl_label = 'RenderMan Float Socket'

default_value = FloatProperty(update=update_func)
renderman_type = StringProperty(default='float')
Expand All @@ -139,9 +139,9 @@ def draw_color(self, context, node):


class RendermanNodeSocketInterfaceFloat(bpy.types.NodeSocketInterfaceFloat, RendermanSocketInterface):
'''Renderman float input/output'''
'''RenderMan float input/output'''
bl_idname = 'RendermanNodeSocketInterfaceFloat'
bl_label = 'Renderman Float Socket'
bl_label = 'RenderMan Float Socket'
bl_socket_idname = 'RendermanNodeSocketFloat'

default_value = FloatProperty()
Expand All @@ -151,9 +151,9 @@ def draw_color(self, context):


class RendermanNodeSocketInt(bpy.types.NodeSocketInt, RendermanSocket):
'''Renderman int input/output'''
'''RenderMan int input/output'''
bl_idname = 'RendermanNodeSocketInt'
bl_label = 'Renderman Int Socket'
bl_label = 'RenderMan Int Socket'

default_value = IntProperty(update=update_func)
renderman_type = StringProperty(default='int')
Expand All @@ -163,9 +163,9 @@ def draw_color(self, context, node):


class RendermanNodeSocketInterfaceInt(bpy.types.NodeSocketInterfaceInt, RendermanSocketInterface):
'''Renderman float input/output'''
'''RenderMan float input/output'''
bl_idname = 'RendermanNodeSocketInterfaceInt'
bl_label = 'Renderman Int Socket'
bl_label = 'RenderMan Int Socket'
bl_socket_idname = 'RendermanNodeSocketInt'

default_value = IntProperty()
Expand All @@ -175,35 +175,35 @@ def draw_color(self, context):


class RendermanNodeSocketString(bpy.types.NodeSocketString, RendermanSocket):
'''Renderman string input/output'''
'''RenderMan string input/output'''
bl_idname = 'RendermanNodeSocketString'
bl_label = 'Renderman String Socket'
bl_label = 'RenderMan String Socket'
default_value = StringProperty(update=update_func)
is_texture = BoolProperty(default=False)
renderman_type = StringProperty(default='string')


class RendermanNodeSocketStruct(bpy.types.NodeSocketString, RendermanSocket):
'''Renderman struct input/output'''
'''RenderMan struct input/output'''
bl_idname = 'RendermanNodeSocketStruct'
bl_label = 'Renderman Struct Socket'
bl_label = 'RenderMan Struct Socket'
hide_value = True
renderman_type = 'string'
default_value = ''


class RendermanNodeSocketInterfaceStruct(bpy.types.NodeSocketInterfaceString, RendermanSocketInterface):
'''Renderman struct input/output'''
'''RenderMan struct input/output'''
bl_idname = 'RendermanNodeSocketInterfaceStruct'
bl_label = 'Renderman Struct Socket'
bl_label = 'RenderMan Struct Socket'
bl_socket_idname = 'RendermanNodeSocketStruct'
hide_value = True


class RendermanNodeSocketColor(bpy.types.NodeSocketColor, RendermanSocket):
'''Renderman color input/output'''
'''RenderMan color input/output'''
bl_idname = 'RendermanNodeSocketColor'
bl_label = 'Renderman Color Socket'
bl_label = 'RenderMan Color Socket'

default_value = FloatVectorProperty(size=3,
subtype="COLOR", update=update_func)
Expand All @@ -214,9 +214,9 @@ def draw_color(self, context, node):


class RendermanNodeSocketInterfaceColor(bpy.types.NodeSocketInterfaceColor, RendermanSocketInterface):
'''Renderman color input/output'''
'''RenderMan color input/output'''
bl_idname = 'RendermanNodeSocketInterfaceColor'
bl_label = 'Renderman Color Socket'
bl_label = 'RenderMan Color Socket'
bl_socket_idname = 'RendermanNodeSocketColor'

default_value = FloatVectorProperty(size=3,
Expand All @@ -227,9 +227,9 @@ def draw_color(self, context):


class RendermanNodeSocketVector(RendermanSocket, bpy.types.NodeSocketVector):
'''Renderman vector input/output'''
'''RenderMan vector input/output'''
bl_idname = 'RendermanNodeSocketVector'
bl_label = 'Renderman Vector Socket'
bl_label = 'RenderMan Vector Socket'
hide_value = True

default_value = FloatVectorProperty(size=3,
Expand All @@ -241,9 +241,9 @@ def draw_color(self, context, node):


class RendermanNodeSocketInterfaceVector(bpy.types.NodeSocketInterfaceVector, RendermanSocketInterface):
'''Renderman color input/output'''
'''RenderMan color input/output'''
bl_idname = 'RendermanNodeSocketInterfaceVector'
bl_label = 'Renderman Vector Socket'
bl_label = 'RenderMan Vector Socket'
bl_socket_idname = 'RendermanNodeSocketVector'
hide_value = True

Expand All @@ -257,18 +257,18 @@ def draw_color(self, context):


class RendermanShaderSocket(bpy.types.NodeSocketShader, RendermanSocket):
'''Renderman shader input/output'''
'''RenderMan shader input/output'''
bl_idname = 'RendermanShaderSocket'
bl_label = 'Renderman Shader Socket'
bl_label = 'RenderMan Shader Socket'
hide_value = True

# Custom socket type for connecting shaders


class RendermanShaderSocketInterface(bpy.types.NodeSocketInterfaceShader, RendermanSocketInterface):
'''Renderman shader input/output'''
'''RenderMan shader input/output'''
bl_idname = 'RendermanShaderInterfaceSocket'
bl_label = 'Renderman Shader Socket'
bl_label = 'RenderMan Shader Socket'
bl_socket_idname = 'RendermanShaderSocket'
hide_value = True

Expand Down
24 changes: 12 additions & 12 deletions operators.py
Expand Up @@ -134,8 +134,8 @@ class SHADING_OT_convert_all_renderman_nodetree(bpy.types.Operator):

''''''
bl_idname = "shading.convert_cycles_stuff"
bl_label = "Convert All Cycles to Renderman"
bl_description = "Convert all nodetrees to renderman"
bl_label = "Convert All Cycles to RenderMan"
bl_description = "Convert all nodetrees to RenderMan"

def execute(self, context):
for mat in bpy.data.materials:
Expand Down Expand Up @@ -194,8 +194,8 @@ class SHADING_OT_add_renderman_nodetree(bpy.types.Operator):

''''''
bl_idname = "shading.add_renderman_nodetree"
bl_label = "Add Renderman Nodetree"
bl_description = "Add a renderman shader node tree linked to this material"
bl_label = "Add RenderMan Nodetree"
bl_description = "Add a RenderMan shader node tree linked to this material"

idtype = StringProperty(name="ID Type", default="material")
bxdf_name = StringProperty(name="Bxdf Name", default="PxrSurface")
Expand Down Expand Up @@ -613,9 +613,9 @@ def as_filename(name): # could reuse for other presets


class AddPresetRendermanRender(AddPresetBase, bpy.types.Operator):
'''Add or remove a Renderman Sampling Preset'''
'''Add or remove a RenderMan Sampling Preset'''
bl_idname = "render.renderman_preset_add"
bl_label = "Add Renderman Preset"
bl_label = "Add RenderMan Preset"
bl_options = {'REGISTER', 'UNDO'}
preset_menu = "presets"
preset_defines = ["scene = bpy.context.scene", ]
Expand Down Expand Up @@ -701,7 +701,7 @@ class RendermanRenderPresets():


class PresetsMenu(bpy.types.Menu):
bl_label = "Renderman Presets"
bl_label = "RenderMan Presets"
bl_idname = "presets"
preset_subdir = os.path.join("renderman", "render")
preset_operator = "script.execute_preset"
Expand Down Expand Up @@ -750,7 +750,7 @@ def loadFile(self, context, exampleName):


class LoadSceneMenu(bpy.types.Menu):
bl_label = "RendermanExamples"
bl_label = "RenderMan Examples"
bl_idname = "examples"

def get_operator_failsafe(self, idname):
Expand Down Expand Up @@ -1034,7 +1034,7 @@ def execute(self, context):

class RM_Add_Area(bpy.types.Operator):
bl_idname = "object.mr_add_area"
bl_label = "Add Renderman Area"
bl_label = "Add RenderMan Area"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

Expand All @@ -1048,7 +1048,7 @@ def execute(self, context):

class RM_Add_LightFilter(bpy.types.Operator):
bl_idname = "object.mr_add_light_filter"
bl_label = "Add Renderman Light Filter"
bl_label = "Add RenderMan Light Filter"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

Expand All @@ -1064,7 +1064,7 @@ def execute(self, context):

class RM_Add_Hemi(bpy.types.Operator):
bl_idname = "object.mr_add_hemi"
bl_label = "Add Renderman Hemi"
bl_label = "Add RenderMan Hemi"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

Expand All @@ -1078,7 +1078,7 @@ def execute(self, context):

class RM_Add_Sky(bpy.types.Operator):
bl_idname = "object.mr_add_sky"
bl_label = "Add Renderman Sky"
bl_label = "Add RenderMan Sky"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}

Expand Down
2 changes: 1 addition & 1 deletion preferences.py
Expand Up @@ -162,7 +162,7 @@ def find_installed_rendermans(self, context):

draw_panel_icon = BoolProperty(
name="Draw Panel Icon",
description="Draw an icon on Renderman Panels",
description="Draw an icon on RenderMan Panels",
default=True)

path_display_driver_image = StringProperty(
Expand Down

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