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authorCampbell Barton <ideasman42@gmail.com>2013-01-14 14:22:23 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-01-14 14:22:23 +0400
commitf02b630d528dbfeab7f8f787086340522cc57a20 (patch)
tree2c522dbd5dad2ea6198b5e2a8f98e4052d5f7dc4 /render_povray
parent7b7462885bdb501aa07e4e2eff19ddaebde6e0b0 (diff)
minor style cleanup to povray export and fix for UI, setting booleans now expects 0/1 only.
Diffstat (limited to 'render_povray')
-rw-r--r--render_povray/__init__.py140
-rw-r--r--render_povray/render.py6
-rw-r--r--render_povray/ui.py6
3 files changed, 79 insertions, 73 deletions
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 573f24ff..f9503e49 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -26,10 +26,10 @@ bl_info = {
"location": "Render > Engine > POV-Ray 3.7",
"description": "Basic POV-Ray 3.7 integration for blender",
"warning": "both POV-Ray 3.7 and this script are beta",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
- "Scripts/Render/POV-Ray",
- "tracker_url": "https://projects.blender.org/tracker/index.php?"\
- "func=detail&aid=23145",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+ "Scripts/Render/POV-Ray",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"
+ "func=detail&aid=23145",
"category": "Render"}
if "bpy" in locals():
@@ -40,8 +40,14 @@ if "bpy" in locals():
else:
import bpy
- from bpy.props import StringProperty, BoolProperty, IntProperty, FloatProperty, \
- FloatVectorProperty, EnumProperty, PointerProperty
+ from bpy.props import (StringProperty,
+ BoolProperty,
+ IntProperty,
+ FloatProperty,
+ FloatVectorProperty,
+ EnumProperty,
+ PointerProperty,
+ )
from . import ui
from . import render
from . import update_files
@@ -63,7 +69,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
default=True)
scene_name = StringProperty(
name="Scene Name",
- description="Name of POV-Ray scene to create. Empty name will use the name of " \
+ description="Name of POV-Ray scene to create. Empty name will use the name of "
"the blend file",
default="", maxlen=1024)
scene_path = StringProperty(
@@ -77,7 +83,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
default="", maxlen=1024, subtype="DIR_PATH")
list_lf_enable = BoolProperty(
name="LF in lists",
- description="Enable line breaks in lists (vectors and indices). Disabled: " \
+ description="Enable line breaks in lists (vectors and indices). Disabled: "
"lists are exported in one line",
default=True)
@@ -96,7 +102,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
default=False)
media_samples = IntProperty(
name="Samples",
- description="Number of samples taken from camera to first object " \
+ description="Number of samples taken from camera to first object "
"encountered along ray path for media calculation",
min=1, max=100, default=35)
@@ -112,10 +118,10 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
indentation_character = EnumProperty(
name="Indentation",
description="Select the indentation type",
- items=(("0", "None", "No indentation"),
- ("1", "Tabs", "Indentation with tabs"),
- ("2", "Spaces", "Indentation with spaces")),
- default="2")
+ items=(('NONE', "None", "No indentation"),
+ ('TAB', "Tabs", "Indentation with tabs"),
+ ('SPACE', "Spaces", "Indentation with spaces")),
+ default='SPACE')
indentation_spaces = IntProperty(
name="Quantity of spaces",
description="The number of spaces for indentation",
@@ -129,7 +135,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
# Real pov options
command_line_switches = StringProperty(
name="Command Line Switches",
- description="Command line switches consist of a + (plus) or - (minus) sign, followed " \
+ 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)
@@ -139,7 +145,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
antialias_method = EnumProperty(
name="Method",
- description="AA-sampling method. Type 1 is an adaptive, non-recursive, super-sampling "\
+ 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")),
@@ -155,7 +161,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
jitter_enable = BoolProperty(
name="Jitter",
- description="Enable Jittering. Adds noise into the sampling process (it should be " \
+ description="Enable Jittering. Adds noise into the sampling process (it should be "
"avoided to use jitter in animation)",
default=True)
@@ -165,7 +171,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
antialias_gamma = FloatProperty(
name="Antialias Gamma",
- description="POV-Ray compares gamma-adjusted values for super sampling. Antialias " \
+ 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)
@@ -176,7 +182,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
photon_spacing = FloatProperty(
name="Spacing",
- description="Average distance between photons on surfaces. half this get four times " \
+ description="Average distance between photons on surfaces. half this get four times "
"as many surface photons",
min=0.001, max=1.000, soft_min=0.001, soft_max=1.000, default=0.005, precision=3)
@@ -187,7 +193,7 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
photon_adc_bailout = FloatProperty(
name="ADC Bailout",
- description="The adc_bailout for photons. Use adc_bailout = " \
+ description="The adc_bailout for photons. 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=0.1, precision=3)
@@ -201,43 +207,43 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
radio_adc_bailout = FloatProperty(
name="ADC Bailout",
- description="The adc_bailout for radiosity rays. Use " \
+ 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)
radio_always_sample = BoolProperty(
name="Always Sample",
- description="Only use the data from the pretrace step and not gather " \
+ description="Only use the data from the pretrace step and not gather "
"any new samples during the final radiosity pass",
default=True)
radio_brightness = FloatProperty(
name="Brightness",
- description="Amount objects are brightened before being returned " \
+ description="Amount objects are brightened before being returned "
"upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
radio_count = IntProperty(
name="Ray Count",
- description="Number of rays for each new radiosity value to be calculated " \
+ description="Number of rays for each new radiosity value to be calculated "
"(halton sequence over 1600)",
min=1, max=10000, soft_max=1600, default=35)
radio_error_bound = FloatProperty(
name="Error Bound",
- description="One of the two main speed/quality tuning values, " \
+ description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
radio_gray_threshold = FloatProperty(
name="Gray Threshold",
- description="One of the two main speed/quality tuning values, " \
+ description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
radio_low_error_factor = FloatProperty(
name="Low Error Factor",
- description="Just enough samples is slightly blotchy. Low error changes error " \
+ description="Just enough samples is slightly blotchy. Low error changes error "
"tolerance for less critical last refining pass",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
@@ -248,13 +254,13 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
radio_minimum_reuse = FloatProperty(
name="Minimum Reuse",
- description="Fraction of the screen width which sets the minimum radius of reuse " \
+ description="Fraction of the screen width which sets the minimum radius of reuse "
"for each sample point (At values higher than 2% expect errors)",
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3)
radio_nearest_count = IntProperty(
name="Nearest Count",
- description="Number of old ambient values blended together to " \
+ description="Number of old ambient values blended together to "
"create a new interpolated value",
min=1, max=20, default=5)
@@ -264,19 +270,19 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
radio_recursion_limit = IntProperty(
name="Recursion Limit",
- description="how many recursion levels are used to calculate " \
+ description="how many recursion levels are used to calculate "
"the diffuse inter-reflection",
min=1, max=20, default=3)
radio_pretrace_start = FloatProperty(
name="Pretrace Start",
- description="Fraction of the screen width which sets the size of the " \
+ description="Fraction of the screen width which sets the size of the "
"blocks in the mosaic preview first pass",
min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08)
radio_pretrace_end = FloatProperty(
name="Pretrace End",
- description="Fraction of the screen width which sets the size of the blocks " \
+ description="Fraction of the screen width which sets the size of the blocks "
"in the mosaic preview last pass",
min=0.001, max=1.00, soft_min=0.01, soft_max=1.00, default=0.04, precision=3)
@@ -287,13 +293,13 @@ class RenderPovSettingsScene(bpy.types.PropertyGroup):
class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
irid_enable = BoolProperty(
name="Enable Iridescence",
- description="Newton's thin film interference (like an oil slick on a puddle of " \
+ 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)
mirror_use_IOR = BoolProperty(
name="Correct Reflection",
- description="Use same IOR as raytrace transparency to calculate mirror reflections. " \
+ description="Use same IOR as raytrace transparency to calculate mirror reflections. "
"More physically correct",
default=False)
@@ -304,21 +310,21 @@ class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
conserve_energy = BoolProperty(
name="Conserve Energy",
- description="Light transmitted is more correctly reduced by mirror reflections, " \
+ description="Light transmitted is more correctly reduced by mirror reflections, "
"also the sum of diffuse and translucency gets reduced below one ",
default=True)
irid_amount = FloatProperty(
name="amount",
- description="Contribution of the iridescence effect to the overall surface color. " \
- "As a rule of thumb keep to around 0.25 (25% contribution) or less, " \
- "but experiment. If the surface is coming out too white, try lowering " \
+ description="Contribution of the iridescence effect to the overall surface color. "
+ "As a rule of thumb keep to around 0.25 (25% contribution) or less, "
+ "but experiment. If the surface is coming out too white, try lowering "
"the diffuse and possibly the ambient values of the surface",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)
irid_thickness = FloatProperty(
name="thickness",
- description="A very thin film will have a high frequency of color changes while a " \
+ description="A very thin film will have a high frequency of color changes while a "
"thick film will have large areas of color",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1)
@@ -333,7 +339,7 @@ class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
caustics_enable = BoolProperty(
name="Caustics",
- description="use only fake refractive caustics (default) or photon based " \
+ description="use only fake refractive caustics (default) or photon based "
"reflective/refractive caustics",
default=True)
@@ -343,8 +349,8 @@ class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
fake_caustics_power = FloatProperty(
name="Fake caustics power",
- description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. " \
- "Low, non-zero values give broad hot-spots while higher values give " \
+ description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. "
+ "Low, non-zero values give broad hot-spots while higher values give "
"tighter, smaller simulated focal points",
min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1)
@@ -354,8 +360,8 @@ class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
photons_dispersion = FloatProperty(
name="Chromatic Dispersion",
- description="Light passing through will be separated according to wavelength. " \
- "This ratio of refractive indices for violet to red controls how much " \
+ description="Light passing through will be separated according to wavelength. "
+ "This ratio of refractive indices for violet to red controls how much "
"the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4, default=1.0000)
@@ -379,7 +385,7 @@ class RenderPovSettingsMaterial(bpy.types.PropertyGroup):
##################################CustomPOV Code############################
replacement_text = StringProperty(
name="Declared name:",
- description="Type the declared name in custom POV code or an external " \
+ description="Type the declared name in custom POV code or an external "
".inc it points at. texture {} expected",
default="")
@@ -391,8 +397,8 @@ class RenderPovSettingsTexture(bpy.types.PropertyGroup):
#Custom texture gamma
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 " \
+ 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)",
default=False)
@@ -405,7 +411,7 @@ class RenderPovSettingsTexture(bpy.types.PropertyGroup):
#Only DUMMIES below for now:
replacement_text = StringProperty(
name="Declared name:",
- description="Type the declared name in custom POV code or an external .inc " \
+ description="Type the declared name in custom POV code or an external .inc "
"it points at. pigment {} expected",
default="")
@@ -414,35 +420,35 @@ class RenderPovSettingsTexture(bpy.types.PropertyGroup):
# Object POV properties.
###############################################################################
class RenderPovSettingsObject(bpy.types.PropertyGroup):
- #Importance sampling
+ # Importance sampling
importance_value = FloatProperty(
name="Radiosity Importance",
- description="Priority value relative to other objects for sampling radiosity rays. " \
- "Increase to get more radiosity rays at comparatively small yet " \
+ 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)
- #Collect photons
+ # Collect photons
collect_photons = BoolProperty(
name="Receive Photon Caustics",
- description="Enable object to collect photons from other objects caustics. Turn " \
- "off for objects that don't really need to receive caustics (e.g. objects" \
+ description="Enable object to collect photons from other objects caustics. Turn "
+ "off for objects that don't really need to receive caustics (e.g. objects"
" that generate caustics often don't need to show any on themselves)",
default=True)
- #Photons spacing_multiplier
+ # Photons spacing_multiplier
spacing_multiplier = FloatProperty(
name="Photons Spacing Multiplier",
- description="Multiplier value relative to global spacing of photons. " \
- "Decrease by half to get 4x more photons at surface of " \
+ description="Multiplier value relative to global spacing of photons. "
+ "Decrease by half to get 4x more photons at surface of "
"this object (or 8x media photons than specified in the globals",
min=0.01, max=1.00, default=1.00)
##################################CustomPOV Code############################
- #Only DUMMIES below for now:
+ # Only DUMMIES below for now:
replacement_text = StringProperty(
name="Declared name:",
- description="Type the declared name in custom POV code or an external .inc " \
+ description="Type the declared name in custom POV code or an external .inc "
"it points at. Any POV shape expected e.g: isosurface {}",
default="")
@@ -456,15 +462,15 @@ class RenderPovSettingsCamera(bpy.types.PropertyGroup):
name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
default=False)
- #Aperture (Intensity of the Blur)
+ # Aperture (Intensity of the Blur)
dof_aperture = FloatProperty(
name="Aperture",
- description="Similar to a real camera's aperture effect over focal blur (though not " \
- "in physical units and independant of focal length). " \
+ description="Similar to a real camera's aperture effect over focal blur (though not "
+ "in physical units and independant of focal length). "
"Increase to get more blur",
min=0.01, max=1.00, default=0.25)
- #Aperture adaptive sampling
+ # Aperture adaptive sampling
dof_samples_min = IntProperty(
name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=96)
@@ -475,22 +481,22 @@ class RenderPovSettingsCamera(bpy.types.PropertyGroup):
dof_variance = IntProperty(
name="Variance",
- description="Minimum threshold (fractional value) for adaptive DOF sampling (up " \
- "increases quality and render time). The value for the variance should " \
+ description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
+ "increases quality and render time). The value for the variance should "
"be in the range of the smallest displayable color difference",
min=1, max=100000, soft_max=10000, default=256)
dof_confidence = FloatProperty(
name="Confidence",
- description="Probability to reach the real color value. Larger confidence values " \
+ description="Probability to reach the real color value. Larger confidence values "
"will lead to more samples, slower traces and better images",
min=0.01, max=0.99, default=0.90)
##################################CustomPOV Code############################
- #Only DUMMIES below for now:
+ # Only DUMMIES below for now:
replacement_text = StringProperty(
name="Texts in blend file",
- description="Type the declared name in custom POV code or an external .inc " \
+ description="Type the declared name in custom POV code or an external .inc "
"it points at. camera {} expected",
default="")
diff --git a/render_povray/render.py b/render_povray/render.py
index ddcd354b..97b0e73c 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -168,11 +168,11 @@ def write_pov(filename, scene=None, info_callback=None):
def setTab(tabtype, spaces):
TabStr = ""
- if tabtype == '0':
+ if tabtype == 'NONE':
TabStr = ""
- elif tabtype == '1':
+ elif tabtype == 'TAB':
TabStr = "\t"
- elif tabtype == '2':
+ elif tabtype == 'SPACE':
TabStr = spaces * " "
return TabStr
diff --git a/render_povray/ui.py b/render_povray/ui.py
index 3c828d0c..d53f2804 100644
--- a/render_povray/ui.py
+++ b/render_povray/ui.py
@@ -179,7 +179,7 @@ class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
- layout.active = scene.pov.max_trace_level
+ layout.active = (scene.pov.max_trace_level != 0)
split = layout.split()
col = split.column()
@@ -199,7 +199,7 @@ class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
split = layout.split()
split.prop(scene.pov, "indentation_character", text="Indent")
- if scene.pov.indentation_character == "2":
+ if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
row = layout.row()
@@ -216,7 +216,7 @@ class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
- layout.active = scene.pov.max_trace_level
+ layout.active = (scene.pov.max_trace_level != 0)
col = layout.column()