This file is indexed.

/usr/share/blender/scripts/addons/yafaray/ui/properties_yaf_integrator.py is in yafaray-exporter 0.1.2+really0.1.2~beta5-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

import bpy
from bpy.types import Panel
from bl_ui.properties_render import RenderButtonsPanel

RenderButtonsPanel.COMPAT_ENGINES = {'YAFA_RENDER'}


class YAF_PT_render(RenderButtonsPanel, Panel):
    bl_label = "Integrator"

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        layout.prop(scene, "intg_light_method")

        if scene.intg_light_method == "Direct Lighting":
            row = layout.row()
            col = row.column(align=True)
            col.prop(scene, "intg_use_caustics", toggle=True)
            if scene.intg_use_caustics:
                col.prop(scene, "intg_caustic_depth")
                col.prop(scene, "intg_photons")
                col.prop(scene, "intg_caustic_radius")
                col.prop(scene, "intg_caustic_mix")

            col = row.column(align=True)
            col.prop(scene, "intg_use_AO", toggle=True)
            if scene.intg_use_AO:
                col.prop(scene, "intg_AO_color")
                col.prop(scene, "intg_AO_samples")
                col.prop(scene, "intg_AO_distance")

        elif scene.intg_light_method == "Photon Mapping":
            row = layout.row()

            row.prop(scene, "intg_bounces")

            row = layout.row()

            col = row.column(align=True)
            col.label(" Diffuse Photons:", icon='MOD_PHYSICS')
            col.prop(scene, "intg_photons")
            col.prop(scene, "intg_diffuse_radius")
            col.prop(scene, "intg_search")

            col = row.column(align=True)
            col.label(" Caustic Photons:", icon='MOD_PARTICLES')
            col.prop(scene, "intg_cPhotons")
            col.prop(scene, "intg_caustic_radius")
            col.prop(scene, "intg_caustic_mix")

            row = layout.row()
            row.prop(scene, "intg_final_gather", toggle=True, icon='FORCE_FORCE')

            if scene.intg_final_gather:
                col = layout.row()
                col.prop(scene, "intg_fg_bounces")
                col.prop(scene, "intg_fg_samples")
                col = layout.row()
                col.prop(scene, "intg_show_map", toggle=True)

        elif scene.intg_light_method == "Pathtracing":
            col = layout.row()
            col.prop(scene, "intg_caustic_method")

            col = layout.row()

            if scene.intg_caustic_method in {"Path+Photon", "Photon"}:
                col.prop(scene, "intg_photons", text="Photons")
                col.prop(scene, "intg_caustic_mix", text="Caus. Mix")
                col = layout.row()
                col.prop(scene, "intg_caustic_depth", text="Caus. Depth")
                col.prop(scene, "intg_caustic_radius", text="Caus. Radius")

            col = layout.row()
            col.prop(scene, "intg_path_samples")
            col.prop(scene, "intg_bounces")
            col = layout.row()
            col.prop(scene, "intg_no_recursion")

        elif scene.intg_light_method == "Debug":
            layout.row().prop(scene, "intg_debug_type")
            layout.row().prop(scene, "intg_show_perturbed_normals")

        elif scene.intg_light_method == "SPPM":
            col = layout.column()
            col.prop(scene, "intg_photons", text="Photons")
            col.prop(scene, "intg_pass_num")
            col.prop(scene, "intg_bounces", text="Bounces")
            col.prop(scene, "intg_times")
            col.prop(scene, "intg_diffuse_radius")
            col.prop(scene, "intg_search")
            col.prop(scene, "intg_pm_ire")


if __name__ == "__main__":  # only for live edit.
    import bpy
    bpy.utils.register_module(__name__)