Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-05-08 22:30:06 +0300
committerMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-05-08 22:30:06 +0300
commit063caacf6e5d069cd7dc77db23ecf5e9c6d50522 (patch)
treed2912df1b7f672f7cd9b1592b308caa7fdfda71f /render_povray/shading.py
parentd37e28f9bf03fc9b46ee0419bed6ea85c53a5d12 (diff)
pre 2.8 API changes Pass 6
Diffstat (limited to 'render_povray/shading.py')
-rw-r--r--render_povray/shading.py102
1 files changed, 51 insertions, 51 deletions
diff --git a/render_povray/shading.py b/render_povray/shading.py
index 03a63a9d..65fcaab1 100644
--- a/render_povray/shading.py
+++ b/render_povray/shading.py
@@ -12,7 +12,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
if material:
# If saturation(.s) is not zero, then color is not grey, and has a tint
- colored_specular_found = ((material.specular_color.s > 0.0) and (material.diffuse_shader != 'MINNAERT'))
+ colored_specular_found = ((material.pov.specular_color.s > 0.0) and (material.pov.diffuse_shader != 'MINNAERT'))
##################
# Several versions of the finish: Level conditions are variations for specular/Mirror
@@ -46,8 +46,8 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
if material:
# POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
# (the back diffuse is like blender translucency)
- frontDiffuse = material.diffuse_intensity
- backDiffuse = material.translucency
+ frontDiffuse = material.pov.diffuse_intensity
+ backDiffuse = material.pov.translucency
if material.pov.conserve_energy:
@@ -66,7 +66,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
# map hardness between 0.0 and 1.0
- roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
+ roughness = ((1.0 - ((material.pov.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
roughness *= 0.1
# add a small value because 0.0 is invalid.
@@ -74,101 +74,101 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader.
- if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
+ if material.pov.diffuse_shader == 'OREN_NAYAR' and Level != 3:
# Blender roughness is what is generally called oren nayar Sigma,
# and brilliance in POV-Ray.
tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
- if material.diffuse_shader == 'TOON' and Level != 3:
+ if material.pov.diffuse_shader == 'TOON' and Level != 3:
tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
# Lower diffuse and increase specular for toon effect seems to look better
# in POV-Ray.
frontDiffuse *= 0.5
- if material.diffuse_shader == 'MINNAERT' and Level != 3:
+ if material.pov.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite("aoi %.3g\n" % material.darkness)
pass # let's keep things simple for now
- if material.diffuse_shader == 'FRESNEL' and Level != 3:
+ if material.pov.diffuse_shader == 'FRESNEL' and Level != 3:
#tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
pass # let's keep things simple for now
- if material.diffuse_shader == 'LAMBERT' and Level != 3:
+ if material.pov.diffuse_shader == 'LAMBERT' and Level != 3:
# trying to best match lambert attenuation by that constant brilliance value
tabWrite("brilliance 1\n")
if Level == 2:
###########################Specular Shader######################################
# No difference between phong and cook torrence in blender HaHa!
- if (material.specular_shader == 'COOKTORR' or
- material.specular_shader == 'PHONG'):
- tabWrite("phong %.3g\n" % (material.specular_intensity))
- tabWrite("phong_size %.3g\n" % (material.specular_hardness /3.14))
+ if (material.pov.specular_shader == 'COOKTORR' or
+ material.pov.specular_shader == 'PHONG'):
+ tabWrite("phong %.3g\n" % (material.pov.specular_intensity))
+ tabWrite("phong_size %.3g\n" % (material.pov.specular_hardness /3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
- elif material.specular_shader == 'BLINN':
+ elif material.pov.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
- tabWrite("specular %.3g\n" % (material.specular_intensity *
- (material.specular_ior / 4.0)))
+ tabWrite("specular %.3g\n" % (material.pov.specular_intensity *
+ (material.pov.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
- elif material.specular_shader == 'TOON':
- tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
+ elif material.pov.specular_shader == 'TOON':
+ tabWrite("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
- tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
+ tabWrite("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
- elif material.specular_shader == 'WARDISO':
+ elif material.pov.specular_shader == 'WARDISO':
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("specular %.3g\n" % (material.specular_intensity /
- (material.specular_slope + 0.0005)))
+ tabWrite("specular %.3g\n" % (material.pov.specular_intensity /
+ (material.pov.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
+ tabWrite("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
+ tabWrite("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
####################################################################################
elif Level == 1:
- if (material.specular_shader == 'COOKTORR' or
- material.specular_shader == 'PHONG'):
- tabWrite("phong %.3g\n" % (material.specular_intensity/5))
- tabWrite("phong_size %.3g\n" % (material.specular_hardness /3.14))
+ if (material.pov.specular_shader == 'COOKTORR' or
+ material.pov.specular_shader == 'PHONG'):
+ tabWrite("phong %.3g\n" % (material.pov.specular_intensity/5))
+ tabWrite("phong_size %.3g\n" % (material.pov.specular_hardness /3.14))
# POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
- elif material.specular_shader == 'BLINN':
+ elif material.pov.specular_shader == 'BLINN':
# Use blender Blinn's IOR just as some factor for spec intensity
- tabWrite("specular %.3g\n" % (material.specular_intensity *
- (material.specular_ior / 4.0)))
+ tabWrite("specular %.3g\n" % (material.pov.specular_intensity *
+ (material.pov.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
- elif material.specular_shader == 'TOON':
- tabWrite("phong %.3g\n" % (material.specular_intensity * 2.0))
+ elif material.pov.specular_shader == 'TOON':
+ tabWrite("phong %.3g\n" % (material.pov.specular_intensity * 2.0))
# use extreme phong_size
- tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2.0))
+ tabWrite("phong_size %.3g\n" % (0.1 + material.pov.specular_toon_smooth / 2.0))
- elif material.specular_shader == 'WARDISO':
+ elif material.pov.specular_shader == 'WARDISO':
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("specular %.3g\n" % (material.specular_intensity /
- (material.specular_slope + 0.0005)))
+ tabWrite("specular %.3g\n" % (material.pov.specular_intensity /
+ (material.pov.specular_slope + 0.0005)))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
+ tabWrite("roughness %.4g\n" % (0.0005 + material.pov.specular_slope / 10.0))
# find best suited default constant for brilliance Use both phong and
# specular for some values.
- tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
+ tabWrite("brilliance %.4g\n" % (1.8 - material.pov.specular_slope * 1.8))
elif Level == 3:
- tabWrite("specular %.3g\n" % ((material.specular_intensity*material.specular_color.v)*5))
- tabWrite("roughness %.3g\n" % (1.1/material.specular_hardness))
+ tabWrite("specular %.3g\n" % ((material.pov.specular_intensity*material.pov.specular_color.v)*5))
+ tabWrite("roughness %.3g\n" % (1.1/material.pov.specular_hardness))
tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
- tabWrite("ambient %.3g\n" % material.ambient)
+ tabWrite("ambient %.3g\n" % material.pov.ambient)
# POV-Ray blends the global value
#tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
- # tuple([c*material.ambient for c in world.ambient_color]))
- tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
+ # tuple([c*material.pov.ambient for c in world.ambient_color]))
+ tabWrite("emission %.3g\n" % material.pov.emit) # New in POV-Ray 3.7
#POV-Ray just ignores roughness if there's no specular keyword
#tabWrite("roughness %.3g\n" % roughness)
@@ -183,11 +183,11 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
# 'phong 70.0 '
if Level != 1:
- if material.raytrace_mirror.use:
- raytrace_mirror = material.raytrace_mirror
+ if material.pov_raytrace_mirror.use:
+ raytrace_mirror = material.pov_raytrace_mirror
if raytrace_mirror.reflect_factor:
tabWrite("reflection {\n")
- tabWrite("rgb <%.3g, %.3g, %.3g>\n" % material.mirror_color[:])
+ tabWrite("rgb <%.3g, %.3g, %.3g>\n" % material.pov.mirror_color[:])
if material.pov.mirror_metallic:
tabWrite("metallic %.3g\n" % (raytrace_mirror.reflect_factor))
# Blurry reflections for UberPOV
@@ -203,8 +203,8 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
tabWrite("falloff %.3g exponent %.3g} " % \
(raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
- if material.subsurface_scattering.use:
- subsurface_scattering = material.subsurface_scattering
+ if material.pov_subsurface_scattering.use:
+ subsurface_scattering = material.pov_subsurface_scattering
tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
@@ -225,7 +225,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
# This is written into the object
'''
- if material and material.transparency_method=='RAYTRACE':
+ if material and material.pov.transparency_method=='RAYTRACE':
'interior { ior %.3g} ' % material.raytrace_transparency.ior
'''
@@ -233,7 +233,7 @@ def writeMaterial(using_uberpov, DEF_MAT_NAME, scene, tabWrite, safety, comments
#tabWrite("metallic %.6f\n" % material.spec)
#tabWrite("phong %.6f\n" % material.spec)
#tabWrite("phong_size %.6f\n" % material.spec)
- #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
+ #tabWrite("brilliance %.6f " % (material.pov.specular_hardness/256.0) # Like hardness
tabWrite("}\n\n")