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authorCampbell Barton <ideasman42@gmail.com>2011-01-22 08:43:40 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-22 08:43:40 +0300
commit50e45d93a7e89d8f65ede6ac4364b7a13c4e3585 (patch)
tree5bfdca33901059280efc610b4e3bd92e91f4a234 /render_povray
parentca638c3d55e068713141185bf91bbb7542da7131 (diff)
povray script now passes the pep8 checker.
noticed some strange code, added XXX FIXME.
Diffstat (limited to 'render_povray')
-rw-r--r--render_povray/__init__.py94
-rw-r--r--render_povray/render.py767
-rw-r--r--render_povray/ui.py44
3 files changed, 476 insertions, 429 deletions
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 6a4a56d7..4c3f278f 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -16,6 +16,8 @@
#
# ##### END GPL LICENSE BLOCK #####
+# <pep8 compliant>
+
bl_info = {
"name": "POV-Ray 3.7",
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn",
@@ -43,6 +45,7 @@ else:
from render_povray import ui
from render_povray import render
+
def register():
Scene = bpy.types.Scene
@@ -80,7 +83,7 @@ def register():
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1, max=10, default=3)
-
+
Scene.pov_comments_enable = BoolProperty(
name="Enable Comments",
description="Add comments to pov file",
@@ -90,26 +93,26 @@ def register():
Scene.pov_command_line_switches = StringProperty(name="Command Line Switches",
description="Command line switches consist of a + (plus) or - (minus) sign, followed by one or more alphabetic characters and possibly a numeric value.",
default="", maxlen=500)
-
+
Scene.pov_antialias_enable = BoolProperty(
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True)
-
+
Scene.pov_antialias_method = EnumProperty(
name="Method",
description="AA-sampling method. Type 1 is an adaptive, non-recursive, super-sampling method. Type 2 is an adaptive and recursive super-sampling method.",
items=(("0", "non-recursive AA", "Type 1 Sampling in POV-Ray"),
("1", "recursive AA", "Type 2 Sampling in POV-Ray")),
default="1")
-
+
Scene.pov_antialias_depth = IntProperty(
name="Antialias Depth", description="Depth of pixel for sampling",
min=1, max=9, default=3)
-
+
Scene.pov_antialias_threshold = FloatProperty(
name="Antialias Threshold", description="Tolerance for sub-pixels",
min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.1)
-
+
Scene.pov_jitter_enable = BoolProperty(
name="Jitter", description="Enable Jittering. Adds noise into the sampling process (it should be avoided to use jitter in animation).",
default=True)
@@ -117,15 +120,15 @@ def register():
Scene.pov_jitter_amount = FloatProperty(
name="Jitter Amount", description="Amount of jittering.",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)
-
+
Scene.pov_antialias_gamma = FloatProperty(
name="Antialias Gamma", description="POV-Ray compares gamma-adjusted values for super sampling. Antialias Gamma sets the Gamma before comparison.",
min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
-
+
Scene.pov_max_trace_level = IntProperty(
name="Max Trace Level", description="Number of reflections/refractions allowed on ray path",
min=1, max=256, default=5)
-
+
Scene.pov_radio_adc_bailout = FloatProperty(
name="ADC Bailout", description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01, precision=3)
@@ -189,7 +192,7 @@ def register():
Mat.pov_irid_enable = BoolProperty(
name="Enable Iridescence",
description="Newton's thin film interference (like an oil slick on a puddle of water or the rainbow hues of a soap bubble.)",
- default=False)
+ default=False)
Mat.pov_mirror_use_IOR = BoolProperty(
name="Correct Reflection",
@@ -252,17 +255,17 @@ def register():
default=False)
Mat.pov_refraction_type = EnumProperty(
- items=[("0","None","use only reflective caustics"),
- ("1","Fake Caustics","use fake caustics"),
- ("2","Photons Caustics","use photons for refractive caustics"),
+ items=[("0", "None", "use only reflective caustics"),
+ ("1", "Fake Caustics", "use fake caustics"),
+ ("2", "Photons Caustics", "use photons for refractive caustics"),
],
name="Refractive",
description="use fake caustics (fast) or true photons for refractive Caustics",
- default="1")#ui.py has to be loaded before render.py with this.
-
+ default="1") # ui.py has to be loaded before render.py with this.
+
########################################################################################
#Custom texture gamma
- Tex = bpy.types.Texture
+ Tex = bpy.types.Texture
Tex.pov_tex_gamma_enable = BoolProperty(
name="Enable custom texture gamma",
description="Notify some custom gamma for which texture has been precorrected without the file format carrying it and only if it differs from your OS expected standard (see pov doc)",
@@ -278,15 +281,16 @@ def register():
name="Radiosity Importance",
description="Priority value relative to other objects for sampling radiosity rays. Increase to get more radiosity rays at comparatively small yet bright objects",
min=0.01, max=1.00, default=1.00)
-
+
######################################EndMR#####################################
+
def unregister():
import bpy
Scene = bpy.types.Scene
- Mat = bpy.types.Material # MR
- Tex = bpy.types.Texture # MR
- Obj = bpy.types.Object # MR
+ Mat = bpy.types.Material # MR
+ Tex = bpy.types.Texture # MR
+ Obj = bpy.types.Object # MR
del Scene.pov_radio_enable
del Scene.pov_radio_display_advanced
del Scene.pov_radio_adc_bailout
@@ -301,15 +305,15 @@ def unregister():
del Scene.pov_radio_nearest_count
del Scene.pov_radio_normal
del Scene.pov_radio_recursion_limit
- del Scene.pov_radio_pretrace_start # MR
- del Scene.pov_radio_pretrace_end # MR
- del Scene.pov_media_enable # MR
- del Scene.pov_media_samples # MR
- del Scene.pov_media_color # MR
- del Scene.pov_baking_enable # MR
- del Scene.pov_max_trace_level # MR
+ del Scene.pov_radio_pretrace_start # MR
+ del Scene.pov_radio_pretrace_end # MR
+ del Scene.pov_media_enable # MR
+ del Scene.pov_media_samples # MR
+ del Scene.pov_media_color # MR
+ del Scene.pov_baking_enable # MR
+ del Scene.pov_max_trace_level # MR
del Scene.pov_antialias_enable # CR
- del Scene.pov_antialias_method # CR
+ del Scene.pov_antialias_method # CR
del Scene.pov_antialias_depth # CR
del Scene.pov_antialias_threshold # CR
del Scene.pov_antialias_gamma # CR
@@ -319,23 +323,23 @@ def unregister():
del Scene.pov_indentation_character # CR
del Scene.pov_indentation_spaces # CR
del Scene.pov_comments_enable # CR
- del Mat.pov_irid_enable # MR
- del Mat.pov_mirror_use_IOR # MR
- del Mat.pov_mirror_metallic # MR
- del Mat.pov_conserve_energy # MR
- del Mat.pov_irid_amount # MR
- del Mat.pov_irid_thickness # MR
- del Mat.pov_irid_turbulence # MR
- del Mat.pov_caustics_enable # MR
- del Mat.pov_fake_caustics # MR
- del Mat.pov_fake_caustics_power # MR
- del Mat.pov_photons_refraction # MR
- del Mat.pov_photons_dispersion # MR
- del Mat.pov_photons_reflection # MR
- del Mat.pov_refraction_type # MR
- del Tex.pov_tex_gamma_enable # MR
- del Tex.pov_tex_gamma_value # MR
- del Obj.pov_importance_value # MR
+ del Mat.pov_irid_enable # MR
+ del Mat.pov_mirror_use_IOR # MR
+ del Mat.pov_mirror_metallic # MR
+ del Mat.pov_conserve_energy # MR
+ del Mat.pov_irid_amount # MR
+ del Mat.pov_irid_thickness # MR
+ del Mat.pov_irid_turbulence # MR
+ del Mat.pov_caustics_enable # MR
+ del Mat.pov_fake_caustics # MR
+ del Mat.pov_fake_caustics_power # MR
+ del Mat.pov_photons_refraction # MR
+ del Mat.pov_photons_dispersion # MR
+ del Mat.pov_photons_reflection # MR
+ del Mat.pov_refraction_type # MR
+ del Tex.pov_tex_gamma_enable # MR
+ del Tex.pov_tex_gamma_value # MR
+ del Obj.pov_importance_value # MR
if __name__ == "__main__":
register()
diff --git a/render_povray/render.py b/render_povray/render.py
index f432504e..1f95927c 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -16,6 +16,8 @@
#
# ##### END GPL LICENSE BLOCK #####
+# <pep8 compliant>
+
import bpy
import subprocess
import os
@@ -32,64 +34,94 @@ else:
##############################SF###########################
-##############find image texture
+##############find image texture
def splitExt(path):
dotidx = path.rfind('.')
if dotidx == -1:
return path, ''
else:
- return (path[dotidx:]).upper().replace('.','')
+ return path[dotidx:].upper().replace(".", "")
def imageFormat(imgF):
ext = ''
ext_orig = splitExt(imgF)
- if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
- if ext_orig == 'GIF': ext = 'gif'
- if ext_orig == 'TGA': ext = 'tga'
- if ext_orig == 'IFF': ext = 'iff'
- if ext_orig == 'PPM': ext = 'ppm'
- if ext_orig == 'PNG': ext = 'png'
- if ext_orig == 'SYS': ext = 'sys'
- if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
- if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only!
- if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
+ if ext_orig == 'JPG' or ext_orig == 'JPEG':
+ ext = 'jpeg'
+ elif ext_orig == 'GIF':
+ ext = 'gif'
+ elif ext_orig == 'TGA':
+ ext = 'tga'
+ elif ext_orig == 'IFF':
+ ext = 'iff'
+ elif ext_orig == 'PPM':
+ ext = 'ppm'
+ elif ext_orig == 'PNG':
+ ext = 'png'
+ elif ext_orig == 'SYS':
+ ext = 'sys'
+ elif ext_orig in ('TIFF', 'TIF'):
+ ext = 'tiff'
+ elif ext_orig == 'EXR':
+ ext = 'exr' # POV3.7 Only!
+ elif ext_orig == 'HDR':
+ ext = 'hdr' # POV3.7 Only! --MR
+
print(imgF)
- if not ext: print(' WARNING: texture image format not supported ') # % (imgF , '')) #(ext_orig)))
+ if not ext:
+ print(" WARNING: texture image format not supported ") # % (imgF , '')) #(ext_orig)))
+
return ext
+
def imgMap(ts):
- image_map=''
- if ts.mapping=='FLAT':image_map= 'map_type 0 '
- if ts.mapping=='SPHERE':image_map= 'map_type 1 '# map_type 7 in megapov
- if ts.mapping=='TUBE':image_map= 'map_type 2 '
+ image_map = ""
+ if ts.mapping == 'FLAT':
+ image_map = "map_type 0 "
+ elif ts.mapping == 'SPHERE':
+ image_map = "map_type 1 " # map_type 7 in megapov
+ elif ts.mapping == 'TUBE':
+ image_map = "map_type 2 "
#if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
#if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
- if ts.texture.use_interpolation: image_map+= ' interpolate 2 '
- if ts.texture.extension == 'CLIP': image_map+=' once '
- #image_map+='}'
- #if ts.mapping=='CUBE':image_map+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
- #if image_map=='': print(' No texture image found ')
+ if ts.texture.use_interpolation:
+ image_map += " interpolate 2 "
+ if ts.texture.extension == 'CLIP':
+ image_map += " once "
+ #image_map += "}"
+ #if ts.mapping=='CUBE':
+ # image_map+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
+ #if image_map == "":
+ # print(' No texture image found ')
return image_map
+
def imgMapBG(wts):
- image_mapBG=''
- if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
- if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
- if wts.texture_coords=='TUBE':image_mapBG= ' map_type 2 '
- if wts.texture.use_interpolation: image_mapBG+= ' interpolate 2 '
- if wts.texture.extension == 'CLIP': image_mapBG+=' once '
+ image_mapBG = ""
+ if wts.texture_coords == 'VIEW':
+ image_mapBG = " map_type 0 " # texture_coords refers to the mapping of world textures
+ elif wts.texture_coords == 'ANGMAP':
+ image_mapBG = " map_type 1 "
+ elif wts.texture_coords == 'TUBE':
+ image_mapBG = " map_type 2 "
+
+ if wts.texture.use_interpolation:
+ image_mapBG += " interpolate 2 "
+ if wts.texture.extension == 'CLIP':
+ image_mapBG += " once "
#image_mapBG+='}'
#if wts.mapping=='CUBE':image_mapBG+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
- #if image_mapBG=='': print(' No background texture image found ')
+ #if image_mapBG== "": print(' No background texture image found ')
return image_mapBG
+
def splitFile(path):
idx = path.rfind('/')
if idx == -1:
idx = path.rfind('\\')
return path[idx:].replace('/', '').replace('\\', '')
+
def splitPath(path):
idx = path.rfind('/')
if idx == -1:
@@ -97,8 +129,9 @@ def splitPath(path):
else:
return path[:idx]
-def findInSubDir(filename, subdirectory=''):
- pahFile=''
+
+def findInSubDir(filename, subdirectory=""):
+ pahFile = ""
if subdirectory:
path = subdirectory
else:
@@ -109,45 +142,48 @@ def findInSubDir(filename, subdirectory=''):
pahFile = os.path.join(root, filename)
return pahFile
except OSError:
- return ''
+ return ''
+
def path_image(image):
import os
fn = bpy.path.abspath(image)
fn_strip = os.path.basename(fn)
if not os.path.isfile(fn):
- fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
- ()
+ fn = findInSubDir(splitFile(fn), splitPath(bpy.data.filepath))
return fn
-##############end find image texture
+##############end find image texture
+
def splitHyphen(name):
hyphidx = name.find('-')
if hyphidx == -1:
return name
else:
- return (name[hyphidx:]).replace('-','')
+ return name[hyphidx:].replace("-", "")
+
-##############safety string name material
def safety(name, Level):
+ # safety string name material
+ #
# Level=1 is for texture with No specular nor Mirror reflection
# Level=2 is for texture with translation of spec and mir levels for when no map influences them
- # Level=3 is for texture with Maximum Spec and Mirror
+ # Level=3 is for texture with Maximum Spec and Mirror
try:
if int(name) > 0:
- prefix='shader'
+ prefix = "shader"
except:
prefix = ''
- prefix='shader_'
+ prefix = "shader_"
name = splitHyphen(name)
if Level == 2:
- return prefix+name
+ return prefix + name
elif Level == 1:
- return prefix+name+'0'#used for 0 of specular map
+ return prefix + name + "0" # used for 0 of specular map
elif Level == 3:
- return prefix+name+'1'#used for 1 of specular map
+ return prefix + name + "1" # used for 1 of specular map
##############end safety string name material
@@ -155,6 +191,7 @@ def safety(name, Level):
TabLevel = 0
+
def write_pov(filename, scene=None, info_callback=None):
import mathutils
#file = filename
@@ -172,27 +209,27 @@ def write_pov(filename, scene=None, info_callback=None):
TabStr = ''
if tabtype == '0':
TabStr = ''
- elif tabtype == '1':
+ elif tabtype == '1':
TabStr = '\t'
elif tabtype == '2':
TabStr = spaces * ' '
return TabStr
Tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
-
+
def tabWrite(str_o):
global TabLevel
- brackets = str_o.count('{') - str_o.count('}') + str_o.count('[') - str_o.count(']')
+ brackets = str_o.count('{') - str_o.count('}') + str_o.count('[') - str_o.count(']')
if brackets < 0:
- TabLevel = TabLevel + brackets
+ TabLevel = TabLevel + brackets
if TabLevel < 0:
print('Indentation Warning: TabLevel = %s' % TabLevel)
TabLevel = 0
- if TabLevel >= 1:
+ if TabLevel >= 1:
file.write('%s' % Tab * TabLevel)
file.write(str_o)
if brackets > 0:
- TabLevel = TabLevel + brackets
+ TabLevel = TabLevel + brackets
def uniqueName(name, nameSeq):
@@ -212,45 +249,45 @@ def write_pov(filename, scene=None, info_callback=None):
(matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))
def writeObjectMaterial(material):
-
+
# DH - modified some variables to be function local, avoiding RNA write
# this should be checked to see if it is functionally correct
-
- if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
- #But there can be only one!
- if material.subsurface_scattering.use:#SSS IOR get highest priority
+
+ if material: # and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+ # But there can be only one!
+ if material.subsurface_scattering.use: # SSS IOR get highest priority
tabWrite('interior {\n')
tabWrite('ior %.6f\n' % material.subsurface_scattering.ior)
- elif material.pov_mirror_use_IOR:#Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
+ elif material.pov_mirror_use_IOR: # Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
tabWrite('interior {\n')
tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
else:
tabWrite('interior {\n')
tabWrite('ior %.6f\n' % material.raytrace_transparency.ior)
-
+
pov_fake_caustics = False
pov_photons_refraction = False
pov_photons_reflection = False
-
- if material.pov_refraction_type=='0':
+
+ if material.pov_refraction_type == "0":
pov_fake_caustics = False
pov_photons_refraction = False
- pov_photons_reflection = True #should respond only to proper checkerbox
- elif material.pov_refraction_type=='1':
+ pov_photons_reflection = True # should respond only to proper checkerbox
+ elif material.pov_refraction_type == "1":
pov_fake_caustics = True
pov_photons_refraction = False
- elif material.pov_refraction_type=='2':
+ elif material.pov_refraction_type == "2":
pov_fake_caustics = False
pov_photons_refraction = True
- #If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
- #Last, if none of the above is specified, user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. And pov IOR defaults to 1.
+ #If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
+ #Last, if none of the above is specified, user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. And pov IOR defaults to 1.
if material.pov_caustics_enable:
if pov_fake_caustics:
tabWrite('caustics %.3g\n' % material.pov_fake_caustics_power)
if pov_photons_refraction:
- tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
- #TODO
+ tabWrite('dispersion %.3g\n' % material.pov_photons_dispersion) # Default of 1 means no dispersion
+ #TODO
# Other interior args
# if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance 2
@@ -267,7 +304,7 @@ def write_pov(filename, scene=None, info_callback=None):
if pov_photons_reflection:
tabWrite('reflection on\n')
tabWrite('}\n')
-
+
materialNames = {}
DEF_MAT_NAME = 'Default'
@@ -284,106 +321,104 @@ def write_pov(filename, scene=None, info_callback=None):
##################Several versions of the finish: Level conditions are variations for specular/Mirror texture channel map with alternative finish of 0 specular and no mirror reflection
# Level=1 Means No specular nor Mirror reflection
# Level=2 Means translation of spec and mir levels for when no map influences them
- # Level=3 Means Maximum Spec and Mirror
+ # Level=3 Means Maximum Spec and Mirror
def povHasnoSpecularMaps(Level):
if Level == 1:
- tabWrite('#declare %s = finish {' % safety(name, Level = 1))
- if comments: file.write(' //No specular nor Mirror reflection\n')
- else: tabWrite('\n')
+ tabWrite('#declare %s = finish {' % safety(name, Level=1))
+ if comments:
+ file.write(' //No specular nor Mirror reflection\n')
+ else:
+ tabWrite('\n')
elif Level == 2:
- tabWrite('#declare %s = finish {' % safety(name, Level = 2))
- if comments: file.write(' //translation of spec and mir levels for when no map influences them\n')
- else: tabWrite('\n')
+ tabWrite('#declare %s = finish {' % safety(name, Level=2))
+ if comments:
+ file.write(' //translation of spec and mir levels for when no map influences them\n')
+ else:
+ tabWrite('\n')
elif Level == 3:
- tabWrite('#declare %s = finish {' % safety(name, Level = 3))
- if comments: file.write(' //Maximum Spec and Mirror\n')
- else: tabWrite('\n')
-
+ tabWrite('#declare %s = finish {' % safety(name, Level=3))
+ if comments:
+ file.write(' //Maximum Spec and Mirror\n')
+ else:
+ tabWrite('\n')
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.diffuse_intensity
+ backDiffuse = material.translucency
+
if material.pov_conserve_energy:
#Total should not go above one
if (frontDiffuse + backDiffuse) <= 1.0:
pass
- elif frontDiffuse==backDiffuse:
- frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
- elif frontDiffuse>backDiffuse: # Let the highest value stay the highest value
- backDiffuse = 1-(1-frontDiffuse)
+ elif frontDiffuse == backDiffuse:
+ frontDiffuse = backDiffuse = 0.5 # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
+ elif frontDiffuse > backDiffuse: # Let the highest value stay the highest value
+ backDiffuse = 1 - (1 - frontDiffuse) # XXX FIXME!
else:
- frontDiffuse = 1-(1-backDiffuse)
-
+ frontDiffuse = 1 - (1 - backDiffuse) # XXX FIXME!
# map hardness between 0.0 and 1.0
roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
- roughness *= 0.1
+ roughness *= 0.1
# add a small value because 0.0 is invalid
- roughness += (1 / 511.0)
+ roughness += (1.0 / 511.0)
#####################################Diffuse Shader######################################
# Not used for Full spec (Level=3) of the shader
if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
- tabWrite('brilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
+ tabWrite('brilliance %.3g\n' % (0.9 + material.roughness)) # blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
if material.diffuse_shader == 'TOON' and Level != 3:
- tabWrite('brilliance %.3g\n' % (0.01+material.diffuse_toon_smooth*0.25))
- frontDiffuse*=0.5 #Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
-
+ tabWrite('brilliance %.3g\n' % (0.01 + material.diffuse_toon_smooth * 0.25))
+ frontDiffuse *= 0.5 # Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
+
if material.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite('aoi %.3g\n' % material.darkness)
- pass #let's keep things simple for now
+ pass # let's keep things simple for now
if material.diffuse_shader == 'FRESNEL' and Level != 3:
#tabWrite('aoi %.3g\n' % material.diffuse_fresnel_factor)
- pass #let's keep things simple for now
+ pass # let's keep things simple for now
if material.diffuse_shader == 'LAMBERT' and Level != 3:
- tabWrite('brilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value
+ tabWrite('brilliance 1.8\n') # trying to best match lambert attenuation by that constant brilliance value
- if Level == 2:
+ if Level == 2:
####################################Specular Shader######################################
- if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':#No difference between phong and cook torrence in blender HaHa!
+ if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG': # No difference between phong and cook torrence in blender HaHa!
tabWrite('phong %.3g\n' % (material.specular_intensity))
- tabWrite('phong_size %.3g\n'% (material.specular_hardness / 2 + 0.25))
+ tabWrite('phong_size %.3g\n' % (material.specular_hardness / 2 + 0.25))
- if material.specular_shader == 'BLINN':#POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
- tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
- tabWrite('roughness %.3g\n' % roughness)
+ elif material.specular_shader == 'BLINN': # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
+ tabWrite('specular %.3g\n' % (material.specular_intensity * (material.specular_ior / 4.0))) # Use blender Blinn's IOR just as some factor for spec intensity
+ tabWrite('roughness %.3g\n' % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
-
- if material.specular_shader == 'TOON':
+ elif material.specular_shader == 'TOON':
tabWrite('phong %.3g\n' % (material.specular_intensity * 2))
- tabWrite('phong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size
+ tabWrite('phong_size %.3g\n' % (0.1 + material.specular_toon_smooth / 2)) # use extreme phong_size
+ elif material.specular_shader == 'WARDISO':
+ tabWrite("specular %.3g\n" % (material.specular_intensity / (material.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)) # 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)) # find best suited default constant for brilliance Use both phong and specular for some values.
- if material.specular_shader == 'WARDISO':
- tabWrite('specular %.3g\n' % (material.specular_intensity / (material.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)) #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)) #find best suited default constant for brilliance Use both phong and specular for some values.
-
-
-
- #########################################################################################
+ #########################################################################################
elif Level == 1:
tabWrite('specular 0\n')
elif Level == 3:
tabWrite('specular 1\n')
tabWrite('diffuse %.3g %.3g\n' % (frontDiffuse, backDiffuse))
-
tabWrite('ambient %.3g\n' % material.ambient)
#tabWrite('ambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
- tabWrite('emission %.3g\n' % material.emit) #New in POV-Ray 3.7
-
+ tabWrite('emission %.3g\n' % material.emit) # New in POV-Ray 3.7
+
#tabWrite('roughness %.3g\n' % roughness) #POV-Ray just ignores roughness if there's no specular keyword
-
+
if material.pov_conserve_energy:
- tabWrite('conserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.
+ tabWrite('conserve_energy\n') # added for more realistic shading. Needs some checking to see if it really works. --Maurice.
# 'phong 70.0 '
if Level != 1:
@@ -394,13 +429,21 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('rgb <%.3g, %.3g, %.3g>' % material.mirror_color[:])
if material.pov_mirror_metallic:
tabWrite('metallic %.3g' % (raytrace_mirror.reflect_factor))
- if material.pov_mirror_use_IOR: #WORKING ?
- tabWrite('fresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
+ if material.pov_mirror_use_IOR: # WORKING ?
+ tabWrite('fresnel 1 ') # Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
tabWrite('falloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
if material.subsurface_scattering.use:
subsurface_scattering = material.subsurface_scattering
- tabWrite('subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (sqrt(subsurface_scattering.radius[0])*1.5, sqrt(subsurface_scattering.radius[1])*1.5, sqrt(subsurface_scattering.radius[2])*1.5, 1-subsurface_scattering.color[0], 1-subsurface_scattering.color[1], 1-subsurface_scattering.color[2]))
+ tabWrite('subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (
+ sqrt(subsurface_scattering.radius[0]) * 1.5,
+ sqrt(subsurface_scattering.radius[1]) * 1.5,
+ sqrt(subsurface_scattering.radius[2]) * 1.5,
+ 1.0 - subsurface_scattering.color[0],
+ 1.0 - subsurface_scattering.color[1],
+ 1.0 - subsurface_scattering.color[2],
+ )
+ )
if material.pov_irid_enable:
tabWrite('irid { %.4g thickness %.4g turbulence %.4g }' % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
@@ -408,9 +451,8 @@ def write_pov(filename, scene=None, info_callback=None):
else:
tabWrite('diffuse 0.8\n')
tabWrite('phong 70.0\n')
-
- #tabWrite('specular 0.2\n')
+ #tabWrite('specular 0.2\n')
# This is written into the object
'''
@@ -429,26 +471,25 @@ def write_pov(filename, scene=None, info_callback=None):
# Level=2 Means translation of spec and mir levels for when no map influences them
povHasnoSpecularMaps(Level=2)
- if material:
+ if material:
special_texture_found = False
for t in material.texture_slots:
- if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
+ if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
special_texture_found = True
- continue # Some texture found
-
+ continue # Some texture found
+
if special_texture_found:
# Level=1 Means No specular nor Mirror reflection
povHasnoSpecularMaps(Level=1)
# Level=3 Means Maximum Spec and Mirror
povHasnoSpecularMaps(Level=3)
-
def exportCamera():
camera = scene.camera
-
+
# DH disabled for now, this isn't the correct context
- active_object = None #bpy.context.active_object # does not always work MR
+ active_object = None # bpy.context.active_object # does not always work MR
matrix = global_matrix * camera.matrix_world
focal_point = camera.data.dof_distance
@@ -458,8 +499,8 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('#declare camLookAt = <%.6f, %.6f, %.6f>;\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
tabWrite('camera {\n')
- if scene.pov_baking_enable and active_object and active_object.type=='MESH':
- tabWrite('mesh_camera{ 1 3\n') # distribution 3 is what we want here
+ if scene.pov_baking_enable and active_object and active_object.type == 'MESH':
+ tabWrite('mesh_camera{ 1 3\n') # distribution 3 is what we want here
tabWrite('mesh{%s}\n' % active_object.name)
tabWrite('}\n')
tabWrite('location <0,0,.01>')
@@ -475,7 +516,7 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('rotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
tabWrite('translate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
if focal_point != 0:
- tabWrite('aperture 0.25\n') # fixed blur amount for now to do, add slider a button?
+ tabWrite('aperture 0.25\n') # fixed blur amount for now to do, add slider a button?
tabWrite('blur_samples 96 128\n')
tabWrite('variance 1/10000\n')
tabWrite('focal_point <0, 0, %f>\n' % focal_point)
@@ -488,32 +529,32 @@ def write_pov(filename, scene=None, info_callback=None):
matrix = global_matrix * ob.matrix_world
- color = tuple([c * lamp.energy *2 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
+ color = tuple([c * lamp.energy * 2.0 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
tabWrite('light_source {\n')
tabWrite('< 0,0,0 >\n')
tabWrite('color rgb<%.3g, %.3g, %.3g>\n' % color)
- if lamp.type == 'POINT': # Point Lamp
+ if lamp.type == 'POINT':
pass
- elif lamp.type == 'SPOT': # Spot
+ elif lamp.type == 'SPOT':
tabWrite('spotlight\n')
# Falloff is the main radius from the centre line
- tabWrite('falloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
+ tabWrite('falloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
tabWrite('radius %.6f\n' % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
# Blender does not have a tightness equivilent, 0 is most like blender default.
- tabWrite('tightness 0\n') # 0:10f
+ tabWrite('tightness 0\n') # 0:10f
tabWrite('point_at <0, 0, -1>\n')
elif lamp.type == 'SUN':
tabWrite('parallel\n')
- tabWrite('point_at <0, 0, -1>\n') # *must* be after 'parallel'
+ tabWrite('point_at <0, 0, -1>\n') # *must* be after 'parallel'
elif lamp.type == 'AREA':
- tabWrite('fade_distance %.6f\n' % (lamp.distance / 5) )
- tabWrite('fade_power %d\n' % 2) # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
+ tabWrite('fade_distance %.6f\n' % (lamp.distance / 5.0))
+ tabWrite('fade_power %d\n' % 2) # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
size_x = lamp.size
samples_x = lamp.shadow_ray_samples_x
if lamp.shape == 'SQUARE':
@@ -531,20 +572,20 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('adaptive 1\n')
tabWrite('jitter\n')
- if lamp.type == 'HEMI':#HEMI never has any shadow attribute
+ if lamp.type == 'HEMI': # HEMI never has any shadow attribute
tabWrite('shadowless\n')
elif lamp.shadow_method == 'NOSHADOW':
tabWrite('shadowless\n')
- if lamp.type != 'SUN' and lamp.type!='AREA' and lamp.type!='HEMI':#Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they are put to type 2 attenuation a little higher above.
- tabWrite('fade_distance %.6f\n' % (lamp.distance / 5) )
+ if lamp.type not in ('SUN', 'AREA', 'HEMI'): # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they are put to type 2 attenuation a little higher above.
+ tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
if lamp.falloff_type == 'INVERSE_SQUARE':
- tabWrite('fade_power %d\n' % 2) # Use blenders lamp quad equivalent
+ tabWrite('fade_power %d\n' % 2) # Use blenders lamp quad equivalent
elif lamp.falloff_type == 'INVERSE_LINEAR':
- tabWrite('fade_power %d\n' % 1) # Use blenders lamp linear
- elif lamp.falloff_type == 'CONSTANT': #Supposing using no fade power keyword would default to constant, no attenuation.
+ tabWrite('fade_power %d\n' % 1) # Use blenders lamp linear
+ elif lamp.falloff_type == 'CONSTANT': # upposing using no fade power keyword would default to constant, no attenuation.
pass
- elif lamp.falloff_type == 'CUSTOM_CURVE': #Using Custom curve for fade power 3 for now.
+ elif lamp.falloff_type == 'CUSTOM_CURVE': # Using Custom curve for fade power 3 for now.
tabWrite('fade_power %d\n' % 4)
writeMatrix(matrix)
@@ -579,19 +620,20 @@ def write_pov(filename, scene=None, info_callback=None):
## averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
## averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
## averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
-##
+##
## averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
## file.write('\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);' % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
-## #v(A,B) rotates vector A about origin by vector B.
+## #v(A,B) rotates vector A about origin by vector B.
##
####################################################################################################################################
def exportMeta(metas):
# TODO - blenders 'motherball' naming is not supported.
-
- if scene.pov_comments_enable and len(metas)>= 1: file.write('//--Blob objects--\n\n')
-
+
+ if scene.pov_comments_enable and len(metas) >= 1:
+ file.write('//--Blob objects--\n\n')
+
for ob in metas:
meta = ob.data
@@ -604,7 +646,7 @@ def write_pov(filename, scene=None, info_callback=None):
importance = ob.pov_importance_value
try:
- material = meta.materials[0] # lame! - blender cant do enything else.
+ material = meta.materials[0] # lame! - blender cant do enything else.
except:
material = None
@@ -638,9 +680,8 @@ def write_pov(filename, scene=None, info_callback=None):
material_finish = materialNames[material.name]
- tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n' %(diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, ))
+ tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n' % (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans))
tabWrite('finish {%s}\n' % safety(material_finish, Level=2))
-
else:
tabWrite('pigment {rgb<1 1 1>} \n')
@@ -649,17 +690,19 @@ def write_pov(filename, scene=None, info_callback=None):
writeObjectMaterial(material)
writeMatrix(global_matrix * ob.matrix_world)
- #Importance for radiosity sampling added here:
+ #Importance for radiosity sampling added here:
tabWrite('radiosity { \n')
tabWrite('importance %3g \n' % importance)
tabWrite('}\n')
-
- tabWrite('}\n') #End of Metaball block
- if scene.pov_comments_enable and len(metas)>= 1: file.write('\n')
+ tabWrite('}\n') # End of Metaball block
+
+ if scene.pov_comments_enable and len(metas) >= 1:
+ file.write('\n')
objectNames = {}
DEF_OBJ_NAME = 'Default'
+
def exportMeshs(scene, sel):
ob_num = 0
@@ -683,7 +726,7 @@ def write_pov(filename, scene=None, info_callback=None):
# happens when curves cant be made into meshes because of no-data
continue
- importance = ob.pov_importance_value
+ importance = ob.pov_importance_value
me_materials = me.materials
me_faces = me.faces[:]
@@ -717,45 +760,43 @@ def write_pov(filename, scene=None, info_callback=None):
# Use named declaration to allow reference e.g. for baking. MR
file.write('\n')
- tabWrite('#declare %s =\n' % name)
+ tabWrite('#declare %s =\n' % name)
tabWrite('mesh2 {\n')
tabWrite('vertex_vectors {\n')
- tabWrite('%s' % (len(me.vertices))) # vert count
-
+ tabWrite('%s' % (len(me.vertices))) # vert count
+
for v in me.vertices:
file.write(',\n')
- tabWrite('<%.6f, %.6f, %.6f>' % v.co[:]) # vert count
+ tabWrite('<%.6f, %.6f, %.6f>' % v.co[:]) # vert count
file.write('\n')
tabWrite('}\n')
-
# Build unique Normal list
uniqueNormals = {}
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
# [-1] is a dummy index, use a list so we can modify in place
- if f.use_smooth: # Use vertex normals
+ if f.use_smooth: # Use vertex normals
for v in fv:
key = verts_normals[v]
uniqueNormals[key] = [-1]
- else: # Use face normal
+ else: # Use face normal
key = faces_normals[fi]
uniqueNormals[key] = [-1]
tabWrite('normal_vectors {\n')
- tabWrite('%d' % len(uniqueNormals)) # vert count
+ tabWrite('%d' % len(uniqueNormals)) # vert count
idx = 0
for no, index in uniqueNormals.items():
file.write(',\n')
- tabWrite('<%.6f, %.6f, %.6f>' % no) # vert count
+ tabWrite('<%.6f, %.6f, %.6f>' % no) # vert count
index[0] = idx
idx += 1
file.write('\n')
tabWrite('}\n')
-
# Vertex colours
- vertCols = {} # Use for material colours also.
+ vertCols = {} # Use for material colours also.
if uv_layer:
# Generate unique UV's
@@ -773,7 +814,7 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('uv_vectors {\n')
#print unique_uvs
- tabWrite('%s' % (len(uniqueUVs))) # vert count
+ tabWrite('%s' % (len(uniqueUVs))) # vert count
idx = 0
for uv, index in uniqueUVs.items():
file.write(',\n')
@@ -789,7 +830,6 @@ def write_pov(filename, scene=None, info_callback=None):
file.write('\n')
tabWrite('}\n')
-
if me.vertex_colors:
for fi, f in enumerate(me_faces):
@@ -806,7 +846,7 @@ def write_pov(filename, scene=None, info_callback=None):
cols = col.color1, col.color2, col.color3
for col in cols:
- key = col[0], col[1], col[2], material_index # Material index!
+ key = col[0], col[1], col[2], material_index # Material index!
vertCols[key] = [-1]
else:
@@ -815,22 +855,20 @@ def write_pov(filename, scene=None, info_callback=None):
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
vertCols[key] = [-1]
-
else:
# No vertex colours, so write material colours as vertex colours
for i, material in enumerate(me_materials):
if material:
diffuse_color = material.diffuse_color[:]
- key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
-
# Vert Colours
tabWrite('texture_list {\n')
- tabWrite('%s' % (len(vertCols))) # vert count
+ tabWrite('%s' % (len(vertCols))) # vert count
idx = 0
-
+
for col, index in vertCols.items():
if me_materials:
material = me_materials[col[3]]
@@ -842,61 +880,57 @@ def write_pov(filename, scene=None, info_callback=None):
trans = 0.0
else:
- material_finish = DEF_MAT_NAME # not working properly,
+ material_finish = DEF_MAT_NAME # not working properly,
trans = 0.0
##############SF
- texturesDif=''
- texturesSpec=''
- texturesNorm=''
- texturesAlpha=''
+ texturesDif = ""
+ texturesSpec = ""
+ texturesNorm = ""
+ texturesAlpha = ""
for t in material.texture_slots:
- if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
+ if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
image_filename = path_image(t.texture.image.filepath)
imgGamma = ''
if image_filename:
- if t.use_map_color_diffuse:
+ if t.use_map_color_diffuse:
texturesDif = image_filename
colvalue = t.default_value
t_dif = t
if t_dif.texture.pov_tex_gamma_enable:
imgGamma = (' gamma %.3g ' % t_dif.texture.pov_tex_gamma_value)
- if t.use_map_specular or t.use_map_raymir:
+ if t.use_map_specular or t.use_map_raymir:
texturesSpec = image_filename
colvalue = t.default_value
t_spec = t
- if t.use_map_normal:
+ if t.use_map_normal:
texturesNorm = image_filename
colvalue = t.normal_factor * 10.0
#textNormName=t.texture.image.name + '.normal'
#was the above used? --MR
t_nor = t
- if t.use_map_alpha:
+ if t.use_map_alpha:
texturesAlpha = image_filename
colvalue = t.alpha_factor * 10.0
#textDispName=t.texture.image.name + '.displ'
#was the above used? --MR
t_alpha = t
-
-
-
##############################################################################################################
tabWrite('\n')
- tabWrite('texture {\n') #THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. --MR
-
+ tabWrite('texture {\n') # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. --MR
##############################################################################################################
if material.diffuse_shader == 'MINNAERT':
tabWrite('\n')
tabWrite('aoi\n')
tabWrite('texture_map {\n')
- tabWrite('[%.3g finish {diffuse %.3g}]\n' % ((material.darkness/2), (2-material.darkness)))
- tabWrite('[%.3g' % (1-(material.darkness/2)))
+ tabWrite('[%.3g finish {diffuse %.3g}]\n' % (material.darkness / 2.0, 2.0 - material.darkness))
+ tabWrite("[%.3g" % (1.0 - (material.darkness / 2.0)))
######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
#If Fresnel gets removed from 2.5, why bother?
if material.diffuse_shader == 'FRESNEL':
-
+
######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
## #lampLocation=lamp.position
@@ -912,52 +946,49 @@ def write_pov(filename, scene=None, info_callback=None):
## degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
## degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
-
- #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
-
+ #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
+
tabWrite('\n')
tabWrite('slope { lampTarget }\n')
tabWrite('texture_map {\n')
- tabWrite('[%.3g finish {diffuse %.3g}]\n' % ((material.diffuse_fresnel/2), (2-material.diffuse_fresnel_factor)))
- tabWrite('[%.3g\n' % (1-(material.diffuse_fresnel/2)))
-
-
+ tabWrite('[%.3g finish {diffuse %.3g}]\n' % (material.diffuse_fresnel / 2, 2.0 - material.diffuse_fresnel_factor))
+ tabWrite("[%.3g\n" % (1 - (material.diffuse_fresnel / 2.0)))
+
#if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
- ##########################################################################################################################
+ ##########################################################################################################################
#special_texture_found = False
#for t in material.texture_slots:
- # if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
+ # if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
# special_texture_found = True
# continue # Some texture found
-
#if special_texture_found:
- if texturesSpec !='' or texturesAlpha !='' or texturesNorm !='':
- if texturesSpec !='':
+ if texturesSpec != "" or texturesAlpha != "" or texturesNorm != "":
+ if texturesSpec != "":
# tabWrite('\n')
tabWrite('pigment_pattern {\n')
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingSpec = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n' % (-t_spec.offset.x ,t_spec.offset.y ,t_spec.offset.z, 1 / t_spec.scale.x, 1 / t_spec.scale.y, 1 / t_spec.scale.z))
- tabWrite('uv_mapping image_map{%s \"%s\" %s}\n' % (imageFormat(texturesSpec) ,texturesSpec ,imgMap(t_spec)))
+ mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z, 1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y, 1.0 / t_spec.scale.z)
+ tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
tabWrite('%s\n' % mappingSpec)
tabWrite('}\n')
tabWrite('texture_map {\n')
tabWrite('[0 \n')
if texturesDif == '':
- if texturesAlpha !='':
+ if texturesAlpha != "":
tabWrite('\n')
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingAlpha = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z))
- tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s' % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
tabWrite('}\n')
tabWrite('pigment_map {\n')
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
- tabWrite('[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans) )
+ tabWrite('[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
tabWrite('}\n')
tabWrite('}\n')
@@ -965,61 +996,61 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
- if texturesSpec !='':
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
-
+ if texturesSpec != "":
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=1))) # Level 1 is no specular
+
else:
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated spec
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=2))) # Level 2 is translated spec
else:
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingDif = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_dif.offset.x,t_dif.offset.y,t_dif.offset.z, 1 / t_dif.scale.x, 1 / t_dif.scale.y, 1 / t_dif.scale.z))
- if texturesAlpha !='':
+ mappingDif = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_dif.offset.x, t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
+ if texturesAlpha != "":
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingAlpha = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z,1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z))
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (t_alpha.offset.x, t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
tabWrite('pigment {\n')
tabWrite('pigment_pattern {\n')
- tabWrite('uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
+ tabWrite('uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
tabWrite('pigment_map {\n')
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
- tabWrite('[1 uv_mapping image_map {%s \"%s\" %s} %s]\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
- tabWrite('}\n' )
- tabWrite('}\n')
+ tabWrite('[1 uv_mapping image_map {%s \"%s\" %s} %s]\n' % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
+ tabWrite("}\n")
+ tabWrite("}\n")
else:
- tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
+ tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n' % (imageFormat(texturesDif), texturesDif, (imgGamma + imgMap(t_dif)), mappingDif))
+
+ if texturesSpec != "":
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=1))) # Level 1 is no specular
- if texturesSpec !='':
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=1)))# Level 1 is no specular
-
else:
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=2))) # Level 2 is translated specular
## scale 1 rotate y*0
#imageMap = ('{image_map {%s \"%s\" %s }\n' % (imageFormat(textures),textures,imgMap(t_dif)))
#tabWrite('uv_mapping pigment %s} %s finish {%s}\n' % (imageMap,mapping,safety(material_finish)))
#tabWrite('pigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}\n' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
- if texturesNorm !='':
+ if texturesNorm != "":
## scale 1 rotate y*0
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingNor = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_nor.offset.x,t_nor.offset.y,t_nor.offset.z, 1 / t_nor.scale.x, 1 / t_nor.scale.y, 1 / t_nor.scale.z))
+ mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_nor.offset.x, t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z)
#imageMapNor = ('{bump_map {%s \"%s\" %s mapping}' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
#We were not using the above maybe we should?
- tabWrite('normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
- if texturesSpec !='':
+ tabWrite('normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n' % (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10, mappingNor))
+ if texturesSpec != "":
tabWrite(']\n')
################################Second index for mapping specular max value##################################################################################################
tabWrite('[1 \n')
if texturesDif == '':
- if texturesAlpha !='':
+ if texturesAlpha != "":
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingAlpha = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
- tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % (-t_alpha.offset.x, t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
tabWrite('pigment_map {\n')
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
tabWrite('[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
@@ -1029,22 +1060,22 @@ def write_pov(filename, scene=None, info_callback=None):
else:
tabWrite('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
- if texturesSpec !='':
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
-
+ if texturesSpec != "":
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=3))) # Level 3 is full specular
+
else:
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=2))) # Level 2 is translated specular
else:
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingDif = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_dif.offset.x,t_dif.offset.y,t_dif.offset.z, 1 / t_dif.scale.x, 1 / t_dif.scale.y, 1 / t_dif.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
- if texturesAlpha !='':
- mappingAlpha = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_alpha.offset.x,t_alpha.offset.y,t_alpha.offset.z, 1 / t_alpha.scale.x, 1 / t_alpha.scale.y, 1 / t_alpha.scale.z)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
- tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
+ mappingDif = ('translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_dif.offset.x, t_dif.offset.y, t_dif.offset.z, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z)) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ if texturesAlpha != "":
+ mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (-t_alpha.offset.x, t_alpha.offset.y, t_alpha.offset.z, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z) # strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ tabWrite('pigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}\n' % (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha), mappingAlpha))
tabWrite('pigment_map {\n')
tabWrite('[0 color rgbft<0,0,0,1,1>]\n')
- tabWrite('[1 uv_mapping image_map {%s \"%s\" %s} %s]\n' % (imageFormat(texturesDif),texturesDif,(imgMap(t_dif)+imgGamma),mappingDif))
+ tabWrite('[1 uv_mapping image_map {%s \"%s\" %s} %s]\n' % (imageFormat(texturesDif), texturesDif, (imgMap(t_dif) + imgGamma), mappingDif))
tabWrite('}\n')
tabWrite('}\n')
@@ -1052,42 +1083,40 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('pigment {\n')
tabWrite('uv_mapping image_map {\n')
#tabWrite('%s \"%s\" %s}%s\n' % (imageFormat(texturesDif),texturesDif,(imgGamma + imgMap(t_dif)),mappingDif))
- tabWrite('%s \"%s\" \n'%(imageFormat(texturesDif),texturesDif))
- tabWrite('%s\n' % (imgGamma + imgMap(t_dif)))
+ tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
+ tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
tabWrite('}\n')
tabWrite('%s\n' % mappingDif)
tabWrite('}\n')
- if texturesSpec !='':
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=3)))# Level 3 is full specular
+ if texturesSpec != "":
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=3))) # Level 3 is full specular
else:
- tabWrite('finish {%s}\n' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+ tabWrite('finish {%s}\n' % (safety(material_finish, Level=2))) # Level 2 is translated specular
## scale 1 rotate y*0
#imageMap = ('{image_map {%s \"%s\" %s }' % (imageFormat(textures),textures,imgMap(t_dif)))
#file.write('\n\t\t\tuv_mapping pigment %s} %s finish {%s}' % (imageMap,mapping,safety(material_finish)))
#file.write('\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
- if texturesNorm !='':
+ if texturesNorm != "":
## scale 1 rotate y*0
# POV-Ray "scale" is not a number of repetitions factor, but its inverse, a standard scale factor.
# Offset seems needed relatively to scale so probably center of the scale is not the same in blender and POV
- mappingNor = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_nor.offset.x,t_nor.offset.y,t_nor.offset.z, 1 / t_nor.scale.x, 1 / t_nor.scale.y, 1 / t_nor.scale.z))
+ mappingNor = (' translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>' % (-t_nor.offset.x, t_nor.offset.y, t_nor.offset.z, 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
#imageMapNor = ('{bump_map {%s \"%s\" %s mapping}' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
#We were not using the above maybe we should?
- tabWrite('normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n' % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
- if texturesSpec !='':
- tabWrite(']\n')
+ tabWrite('normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n' % (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor), t_nor.normal_factor * 10.0, mappingNor))
+ if texturesSpec != "":
+ tabWrite("]\n")
- tabWrite('}\n')
+ tabWrite("}\n")
#End of slope/ior texture_map
if material.diffuse_shader == 'MINNAERT' or material.diffuse_shader == 'FRESNEL':
- tabWrite(']\n')
- tabWrite('}\n')
- tabWrite('}\n') #THEN IT CAN CLOSE IT --MR
-
+ tabWrite("]\n")
+ tabWrite("}\n")
+ tabWrite('}\n') # THEN IT CAN CLOSE IT --MR
############################################################################################################
-
index[0] = idx
idx += 1
@@ -1095,7 +1124,7 @@ def write_pov(filename, scene=None, info_callback=None):
# Face indices
tabWrite('face_indices {\n')
- tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
+ tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
for fi, f in enumerate(me_faces):
fv = faces_verts[fi]
material_index = f.material_index
@@ -1112,11 +1141,10 @@ def write_pov(filename, scene=None, info_callback=None):
else:
cols = col.color1, col.color2, col.color3
-
- if not me_materials or me_materials[material_index] is None: # No materials
+ if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
file.write(',\n')
- tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
+ tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
else:
material = me_materials[material_index]
for i1, i2, i3 in indices:
@@ -1136,15 +1164,14 @@ def write_pov(filename, scene=None, info_callback=None):
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
file.write(',\n')
- tabWrite('<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
-
+ tabWrite('<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
file.write('\n')
tabWrite('}\n')
# normal_indices indices
tabWrite('normal_indices {\n')
- tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
+ tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
@@ -1158,18 +1185,18 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('<%d,%d,%d>' %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
uniqueNormals[verts_normals[fv[i2]]][0],\
- uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+ uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
else:
idx = uniqueNormals[faces_normals[fi]][0]
file.write(',\n')
- tabWrite('<%d,%d,%d>' % (idx, idx, idx)) # vert count
+ tabWrite('<%d,%d,%d>' % (idx, idx, idx)) # vert count
file.write('\n')
tabWrite('}\n')
if uv_layer:
tabWrite('uv_indices {\n')
- tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
+ tabWrite('%d' % (len(me_faces) + quadCount)) # faces count
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
@@ -1194,20 +1221,20 @@ def write_pov(filename, scene=None, info_callback=None):
if me.materials:
try:
- material = me.materials[0] # dodgy
+ material = me.materials[0] # dodgy
writeObjectMaterial(material)
except IndexError:
print(me)
writeMatrix(matrix)
-
- #Importance for radiosity sampling added here:
+
+ #Importance for radiosity sampling added here:
tabWrite('radiosity { \n')
tabWrite('importance %3g \n' % importance)
- tabWrite('}\n')
+ tabWrite('}\n')
- tabWrite('}\n') # End of mesh block
- tabWrite('%s\n' % name) # Use named declaration to allow reference e.g. for baking. MR
+ tabWrite('}\n') # End of mesh block
+ tabWrite('%s\n' % name) # Use named declaration to allow reference e.g. for baking. MR
bpy.data.meshes.remove(me)
@@ -1217,13 +1244,13 @@ def write_pov(filename, scene=None, info_callback=None):
matrix = global_matrix * camera.matrix_world
if not world:
return
- #############Maurice####################################
+ #############Maurice####################################
#These lines added to get sky gradient (visible with PNG output)
if world:
#For simple flat background:
if not world.use_sky_blend:
- #Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
- if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL' :
+ #Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
+ if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL': # XXX FIXME!
tabWrite('background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n' % (world.horizon_color[:]))
#Currently using no alpha with Sky option:
elif render.alpha_mode == 'SKY':
@@ -1232,51 +1259,55 @@ def write_pov(filename, scene=None, info_callback=None):
else:
tabWrite('background {rgbt<%.3g, %.3g, %.3g, 1>}\n' % (world.horizon_color[:]))
-
- worldTexCount=0
+ worldTexCount = 0
#For Background image textures
- for t in world.texture_slots: #risk to write several sky_spheres but maybe ok.
+ for t in world.texture_slots: # risk to write several sky_spheres but maybe ok.
if t and t.texture.type is not None:
- worldTexCount+=1
- if t and t.texture.type == 'IMAGE': #and t.use: #No enable checkbox for world textures yet (report it?)
- image_filename = path_image(t.texture.image.filepath)
- if t.texture.image.filepath != image_filename: t.texture.image.filepath = image_filename
- if image_filename != '' and t.use_map_blend:
+ worldTexCount += 1
+ if t and t.texture.type == 'IMAGE': # and t.use: #No enable checkbox for world textures yet (report it?)
+ image_filename = path_image(t.texture.image.filepath)
+ if t.texture.image.filepath != image_filename:
+ t.texture.image.filepath = image_filename
+ if image_filename != '' and t.use_map_blend:
texturesBlend = image_filename
#colvalue = t.default_value
t_blend = t
#commented below was an idea to make the Background image oriented as camera taken here: http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
#mappingBlend = (' translate <%.4g,%.4g,%.4g> rotate z*degrees(atan((camLocation - camLookAt).x/(camLocation - camLookAt).y)) rotate x*degrees(atan((camLocation - camLookAt).y/(camLocation - camLookAt).z)) rotate y*degrees(atan((camLocation - camLookAt).z/(camLocation - camLookAt).x)) scale <%.4g,%.4g,%.4g>b' % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, t_blend.scale.x ,t_blend.scale.y ,t_blend.scale.z))#replace 4/3 by the ratio of each image found by some custom or existing function
#using camera rotation valuesdirectly from blender seems much easier
- if t_blend.texture_coords=='ANGMAP':
- mappingBlend = ('')
+ if t_blend.texture_coords == 'ANGMAP':
+ mappingBlend = ""
else:
- mappingBlend = (' translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> scale <%.4g,%.4g,%.4g>' % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, t_blend.scale.x*0.85 , t_blend.scale.y*0.85 , t_blend.scale.z*0.85 ))
- #The initial position and rotation of the pov camera is probably creating the rotation offset should look into it someday but at least background won't rotate with the camera now.
+ mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> scale <%.4g,%.4g,%.4g>" % (
+ t_blend.offset.x / 10.0, t_blend.offset.y / 10.0, t_blend.offset.z / 10.0,
+ t_blend.scale.x * 0.85, t_blend.scale.y * 0.85, t_blend.scale.z * 0.85,
+ )
+
+ #The initial position and rotation of the pov camera is probably creating the rotation offset should look into it someday but at least background won't rotate with the camera now.
#Putting the map on a plane would not introduce the skysphere distortion and allow for better image scale matching but also some waay to chose depth and size of the plane relative to camera.
- tabWrite('sky_sphere {\n')
+ tabWrite('sky_sphere {\n')
tabWrite('pigment {\n')
- tabWrite('image_map{%s \"%s\" %s}\n' % (imageFormat(texturesBlend),texturesBlend,imgMapBG(t_blend)))
+ tabWrite('image_map{%s \"%s\" %s}\n' % (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
tabWrite('}\n')
tabWrite('%s\n' % (mappingBlend))
- tabWrite('}\n')
+ tabWrite('}\n')
#tabWrite('scale 2\n')
#tabWrite('translate -1\n')
-
- #For only Background gradient
-
- if worldTexCount==0:
+
+ #For only Background gradient
+
+ if worldTexCount == 0:
if world.use_sky_blend:
- tabWrite('sky_sphere {\n')
+ tabWrite('sky_sphere {\n')
tabWrite('pigment {\n')
- tabWrite('gradient y\n')#maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
+ tabWrite('gradient y\n') # maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
tabWrite('color_map {\n')
if render.alpha_mode == 'STRAIGHT':
tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (world.horizon_color[:]))
tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (world.zenith_color[:]))
elif render.alpha_mode == 'PREMUL':
tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.horizon_color[:]))
- tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.zenith_color[:])) #aa premult not solved with transmit 1
+ tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (world.zenith_color[:])) # aa premult not solved with transmit 1
else:
tabWrite('[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (world.horizon_color[:]))
tabWrite('[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (world.zenith_color[:]))
@@ -1286,10 +1317,10 @@ def write_pov(filename, scene=None, info_callback=None):
#sky_sphere alpha (transmit) is not translating into image alpha the same way as 'background'
#if world.light_settings.use_indirect_light:
- # scene.pov_radio_enable=1
-
+ # scene.pov_radio_enable=1
+
#Maybe change the above to a funtion copyInternalRenderer settings when user pushes a button, then:
- #scene.pov_radio_enable = world.light_settings.use_indirect_light
+ #scene.pov_radio_enable = world.light_settings.use_indirect_light
#and other such translations but maybe this would not be allowed either?
###############################################################
@@ -1335,13 +1366,13 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('pretrace_end %.3g\n' % scene.pov_radio_pretrace_end)
tabWrite('recursion_limit %d\n' % scene.pov_radio_recursion_limit)
tabWrite('}\n')
- once=1
+ once = 1
for material in bpy.data.materials:
if material.subsurface_scattering.use and once:
- tabWrite('mm_per_unit %.6f\n' % (material.subsurface_scattering.scale * (-100) + 15))#In pov, the scale has reversed influence compared to blender. these number should correct that
- once=0 #In POV-Ray, the scale factor for all subsurface shaders needs to be the same
+ tabWrite('mm_per_unit %.6f\n' % (material.subsurface_scattering.scale * (-100.0) + 15.0)) # In pov, the scale has reversed influence compared to blender. these number should correct that
+ once = 0 # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
- if world:
+ if world:
tabWrite('ambient_light rgb<%.3g, %.3g, %.3g>\n' % world.ambient_color[:])
if material.pov_photons_refraction or material.pov_photons_reflection:
@@ -1354,43 +1385,50 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite('}\n')
-
sel = scene.objects
comments = scene.pov_comments_enable
- if comments: file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n')
-
+ if comments:
+ file.write('//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n')
+
file.write('#version 3.7;\n')
-
- if comments: file.write('\n//--Global settings and background--\n\n')
-
+
+ if comments:
+ file.write('\n//--Global settings and background--\n\n')
+
exportGlobalSettings(scene)
-
- if comments: file.write('\n')
-
+
+ if comments:
+ file.write('\n')
+
exportWorld(scene.world)
-
- if comments: file.write('\n//--Cameras--\n\n')
-
+
+ if comments:
+ file.write('\n//--Cameras--\n\n')
+
exportCamera()
-
- if comments: file.write('\n//--Lamps--\n\n')
-
+
+ if comments:
+ file.write('\n//--Lamps--\n\n')
+
exportLamps([l for l in sel if l.type == 'LAMP'])
-
- if comments: file.write('\n//--Material Definitions--\n\n')
-
+
+ if comments:
+ file.write('\n//--Material Definitions--\n\n')
+
# Convert all materials to strings we can access directly per vertex.
#exportMaterials()
- writeMaterial(None) # default material
+ writeMaterial(None) # default material
for material in bpy.data.materials:
- if material.users > 0:
+ if material.users > 0:
writeMaterial(material)
- if comments: file.write('\n')
+ if comments:
+ file.write('\n')
exportMeta([l for l in sel if l.type == 'META'])
- if comments: file.write('//--Mesh objects--\n')
-
+ if comments:
+ file.write('//--Mesh objects--\n')
+
exportMeshs(scene, sel)
#What follow used to happen here:
#exportCamera()
@@ -1402,13 +1440,12 @@ def write_pov(filename, scene=None, info_callback=None):
#print('pov file closed %s' % file.closed)
file.close()
#print('pov file closed %s' % file.closed)
-
def write_pov_ini(filename_ini, filename_pov, filename_image):
scene = bpy.data.scenes[0]
render = scene.render
-
+
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
@@ -1429,17 +1466,17 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
file.write('End_Row=%d\n' % (part.y+part.h))
'''
- file.write('Bounding_Method=2\n')#The new automatic BSP is faster in most scenes
+ file.write('Bounding_Method=2\n') # The new automatic BSP is faster in most scenes
- file.write('Display=1\n')#Activated (turn this back off when better live exchange is done between the two programs (see next comment)
+ file.write('Display=1\n') # Activated (turn this back off when better live exchange is done between the two programs (see next comment)
file.write('Pause_When_Done=0\n')
- file.write('Output_File_Type=N\n') # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ file.write('Output_File_Type=N\n') # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#file.write('Output_File_Type=T\n') # TGA, best progressive loading
file.write('Output_Alpha=1\n')
if scene.pov_antialias_enable:
# aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray needs higher sampling.
- method = {'0':1, '1':2}
+ method = {'0': 1, '1': 2}
file.write('Antialias=on\n')
file.write('Sampling_Method=%s\n' % method[scene.pov_antialias_method])
file.write('Antialias_Depth=%d\n' % scene.pov_antialias_depth)
@@ -1449,8 +1486,8 @@ def write_pov_ini(filename_ini, filename_pov, filename_image):
file.write('Jitter=on\n')
file.write('Jitter_Amount=%3g\n' % scene.pov_jitter_amount)
else:
- file.write('Jitter=off\n')#prevent animation flicker
-
+ file.write('Jitter=off\n') # prevent animation flicker
+
else:
file.write('Antialias=off\n')
#print('ini file closed %s' % file.closed)
@@ -1462,13 +1499,13 @@ class PovrayRender(bpy.types.RenderEngine):
bl_idname = 'POVRAY_RENDER'
bl_label = 'POV-Ray 3.7'
DELAY = 0.5
-
+
def _export(self, scene):
import tempfile
-
+
# mktemp is Deprecated since version 2.3, replaced with NamedTemporaryFile() #CR
self._temp_file_in = tempfile.NamedTemporaryFile(suffix='.pov', delete=False)
- self._temp_file_out = tempfile.NamedTemporaryFile(suffix='.png', delete=False)#PNG with POV 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ self._temp_file_out = tempfile.NamedTemporaryFile(suffix='.png', delete=False) # PNG with POV 3.7, can show the background color with alpha. In the long run using the POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
#self._temp_file_out = tempfile.NamedTemporaryFile(suffix='.tga', delete=False)
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix='.ini', delete=False)
'''
@@ -1486,7 +1523,7 @@ class PovrayRender(bpy.types.RenderEngine):
def _render(self, scene):
try:
- os.remove(self._temp_file_out.name) # so as not to load the old file
+ os.remove(self._temp_file_out.name) # so as not to load the old file
except OSError:
pass
@@ -1495,18 +1532,18 @@ class PovrayRender(bpy.types.RenderEngine):
print ('***-STARTING-***')
pov_binary = 'povray'
-
+
extra_args = []
-
+
if scene.pov_command_line_switches != "":
for newArg in scene.pov_command_line_switches.split(' '):
extra_args.append(newArg)
-
+
if sys.platform == 'win32':
import winreg
regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.7\\Windows')
- #64 bits blender
+ #64 bits blender
if bitness == 64:
try:
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
@@ -1520,13 +1557,12 @@ class PovrayRender(bpy.types.RenderEngine):
print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
else:
print("POV-Ray 3.7 64 bits found")
-
-
- #32 bits blender
+
+ #32 bits blender
else:
try:
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
- # someone might also run povray 64 bits with a 32 bits build of blender.
+ # someone might also run povray 64 bits with a 32 bits build of blender.
except OSError:
try:
pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
@@ -1536,17 +1572,17 @@ class PovrayRender(bpy.types.RenderEngine):
print("Running POV-Ray 3.7 64 bits build with 32 bits Blender, \nYou might want to run Blender 64 bits as well.")
else:
print("POV-Ray 3.7 32 bits found")
-
+
else:
# DH - added -d option to prevent render window popup which leads to segfault on linux
extra_args.append('-d')
# print('Extra Args: ' + str(extra_args))
-
+
if 1:
# TODO, when POV-Ray isn't found this gives a cryptic error, would be nice to be able to detect if it exists
try:
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini.name] + extra_args) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini.name] + extra_args) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
@@ -1566,11 +1602,11 @@ class PovrayRender(bpy.types.RenderEngine):
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
#print('Name: %s' % f.name)
#print('File closed %s' % f.closed)
- f.close() # Why do I have to close them again? Without closeing the pov and ini files are not deletable. PNG is not closable!
+ f.close() # Why do I have to close them again? Without closeing the pov and ini files are not deletable. PNG is not closable!
try:
os.unlink(f.name)
#os.remove(f.name)
- except OSError: #was that the proper error type?
+ except OSError: # was that the proper error type?
#print('Couldn\'t remove/unlink TEMP file %s' % f.name)
pass
#print('')
@@ -1588,13 +1624,13 @@ class PovrayRender(bpy.types.RenderEngine):
return
r = scene.render
-##WIP output format
+##WIP output format
## if r.file_format == 'OPENEXR':
## fformat = 'EXR'
## render.color_mode = 'RGBA'
## else:
## fformat = 'TGA'
-## r.file_format = 'TARGA'
+## r.file_format = 'TARGA'
## r.color_mode = 'RGBA'
# compute resolution
@@ -1611,7 +1647,7 @@ class PovrayRender(bpy.types.RenderEngine):
except OSError:
pass
break
-
+
poll_result = self._process.poll()
if poll_result is not None:
print('***POV PROCESS FAILED : %s ***' % poll_result)
@@ -1660,7 +1696,6 @@ class PovrayRender(bpy.types.RenderEngine):
# Would be nice to redirect the output
# stdout_value, stderr_value = self._process.communicate() # locks
-
# check if the file updated
new_size = os.path.getsize(self._temp_file_out.name)
@@ -1671,9 +1706,7 @@ class PovrayRender(bpy.types.RenderEngine):
time.sleep(self.DELAY)
else:
print('***POV FILE NOT FOUND***')
-
+
print('***POV FINISHED***')
#time.sleep(self.DELAY)
self._cleanup()
-
-
diff --git a/render_povray/ui.py b/render_povray/ui.py
index 1e14519b..93a21e0c 100644
--- a/render_povray/ui.py
+++ b/render_povray/ui.py
@@ -16,6 +16,8 @@
#
# ##### END GPL LICENSE BLOCK #####
+# <pep8 compliant>
+
import bpy
# Use some of the existing buttons.
@@ -82,7 +84,6 @@ for member in dir(properties_data_lamp):
del properties_data_lamp
-
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -94,6 +95,7 @@ class RenderButtonsPanel():
rd = context.scene.render
return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
class MaterialButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -106,6 +108,7 @@ class MaterialButtonsPanel():
rd = context.scene.render
return mat and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
class TextureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -118,6 +121,7 @@ class TextureButtonsPanel():
rd = context.scene.render
return tex and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -129,7 +133,10 @@ class ObjectButtonsPanel():
obj = context.object
rd = context.scene.render
return obj and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
########################################MR######################################
+
+
class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "IOR Mirror"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -153,8 +160,8 @@ class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
row.label(text="The current Raytrace ")
row = col.row()
row.alignment = 'CENTER'
- row.label(text="Transparency IOR is: "+str(mat.raytrace_transparency.ior))
-
+ row.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
+
class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "metallic Mirror"
@@ -171,6 +178,7 @@ class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
mat = context.material
layout.active = mat.pov_mirror_metallic
+
class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "conserve energy"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -186,6 +194,7 @@ class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
mat = context.material
layout.active = mat.pov_conserve_energy
+
class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "iridescence"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -200,7 +209,7 @@ class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
mat = context.material
layout.active = mat.pov_irid_enable
-
+
if mat.pov_irid_enable:
split = layout.split()
@@ -214,14 +223,13 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
-
def draw_header(self, context):
mat = context.material
self.layout.prop(mat, "pov_caustics_enable", text="")
def draw(self, context):
-
+
layout = self.layout
mat = context.material
@@ -236,17 +244,15 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
## mat.pov_fake_caustics = False
## mat.pov_photons_refraction = False
## mat.pov_photons_reflection = True
- if mat.pov_refraction_type=="1":
+ if mat.pov_refraction_type == "1":
## mat.pov_fake_caustics = True
## mat.pov_photons_refraction = False
col.prop(mat, "pov_fake_caustics_power", slider=True)
- elif mat.pov_refraction_type=="2":
+ elif mat.pov_refraction_type == "2":
## mat.pov_fake_caustics = False
## mat.pov_photons_refraction = True
col.prop(mat, "pov_photons_dispersion", slider=True)
col.prop(mat, "pov_photons_reflection")
-
-
## col.prop(mat, "pov_fake_caustics")
## if mat.pov_fake_caustics:
@@ -261,6 +267,8 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
## col.prop(mat, "pov_photons_reflection")
####TODO : MAKE THIS A real RADIO BUTTON (using EnumProperty?)
######################################EndMR#####################################
+
+
class RENDER_PT_povray_global_settings(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Global Settings"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -276,12 +284,13 @@ class RENDER_PT_povray_global_settings(RenderButtonsPanel, bpy.types.Panel):
col = split.column()
col.label(text="Command line switches:")
- col.prop(scene, "pov_command_line_switches", text="" )
+ col.prop(scene, "pov_command_line_switches", text="")
split = layout.split()
col = split.column()
col.prop(scene, "pov_max_trace_level", text="Ray Depth")
col = split.column()
+
class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -304,7 +313,7 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
col.prop(scene, "pov_antialias_method", text="")
col = split.column()
col.prop(scene, "pov_jitter_enable", text="Jitter")
-
+
split = layout.split()
col = split.column()
col.prop(scene, "pov_antialias_depth", text="AA Depth")
@@ -319,9 +328,9 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(scene, "pov_antialias_threshold", text="AA Threshold")
col = split.column()
- col.prop(scene, "pov_antialias_gamma", text="AA Gamma")
-
-
+ col.prop(scene, "pov_antialias_gamma", text="AA Gamma")
+
+
class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Radiosity"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -374,6 +383,7 @@ class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(scene, "pov_radio_always_sample")
+
class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Atmosphere Media"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -431,7 +441,7 @@ class RENDER_PT_povray_formatting(RenderButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(scene, "pov_indentation_character", text="Indent")
col = split.column()
- if scene.pov_indentation_character=="2":
+ if scene.pov_indentation_character == "2":
col.prop(scene, "pov_indentation_spaces", text="Spaces")
split = layout.split()
col = split.column()
@@ -458,6 +468,7 @@ class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
+
class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "POV-Ray"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -472,4 +483,3 @@ class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
col = split.column()
col.prop(obj, "pov_importance_value", text="Importance")
-