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authorMaurice Raybaud <mauriceraybaud@hotmail.fr>2013-10-10 20:52:46 +0400
committerMaurice Raybaud <mauriceraybaud@hotmail.fr>2013-10-10 20:52:46 +0400
commit6a87cfc55b3f8df30e063f08e9c282bc9fd19a1a (patch)
tree23fb7aab30ffe4805d3bd0ac41085cd0a4249d18 /render_povray
parent44a0755b3cc537ef490ed2bfb5cc87f146006700 (diff)
Added a patch by Markku Myllymaki, for animated textures using numbered images.
Diffstat (limited to 'render_povray')
-rw-r--r--render_povray/render.py15
1 files changed, 12 insertions, 3 deletions
diff --git a/render_povray/render.py b/render_povray/render.py
index a4724ef7..9923e3d6 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -314,6 +314,7 @@ def write_pov(filename, scene=None, info_callback=None):
comments = scene.pov.comments_enable
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)
##################
@@ -1211,6 +1212,14 @@ def write_pov(filename, scene=None, info_callback=None):
for t in mater.texture_slots:
if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
image_filename = path_image(t.texture.image)
+ # IMAGE SEQUENCE BEGINS
+ if image_filename:
+ if bpy.data.images[t.texture.image.name].source == 'SEQUENCE':
+ korvaa = "." + str(bpy.data.textures[t.texture.name].image_user.frame_offset + 1).zfill(3) + "."
+ image_filename = image_filename.replace(".001.", korvaa)
+ print(" seq debug ")
+ print(image_filename)
+ # IMAGE SEQUENCE ENDS
imgGamma = ""
if image_filename:
if t.use_map_color_diffuse:
@@ -1549,10 +1558,10 @@ def write_pov(filename, scene=None, info_callback=None):
# Close first layer of POV "texture" (Blender material)
tabWrite("}\n")
- if (mater.specular_color.r == mater.specular_color.g) and (mater.specular_color.r == mater.specular_color.b):
- colored_specular_found = False
- else:
+ if (mater.specular_color.s > 0.0):
colored_specular_found = True
+ else:
+ colored_specular_found = False
# Write another layered texture using invisible diffuse and metallic trick
# to emulate colored specular highlights