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-rw-r--r--render_povray/__init__.py524
-rw-r--r--render_povray/render.py820
-rw-r--r--render_povray/ui.py196
-rw-r--r--render_povray/update_files.py596
4 files changed, 1493 insertions, 643 deletions
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 3edb733f..792d5b25 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "POV-Ray 3.7",
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn",
- "version": (0, 0, 8),
+ "version": (0, 0, 9),
"blender": (2, 5, 7),
"api": 35622,
"location": "Render > Engine > POV-Ray 3.7",
@@ -37,479 +37,483 @@ if "bpy" in locals():
import imp
imp.reload(ui)
imp.reload(render)
+ imp.reload(update_files)
else:
import bpy
- from bpy.props import StringProperty, BoolProperty, IntProperty, FloatProperty, FloatVectorProperty, EnumProperty
- from . import render
+ from bpy.props import StringProperty, BoolProperty, IntProperty, FloatProperty, \
+ FloatVectorProperty, EnumProperty, PointerProperty
from . import ui
+ from . import render
+ from . import update_files
-def register():
- bpy.utils.register_module(__name__)
-
- Scene = bpy.types.Scene
- Mat = bpy.types.Material
- Tex = bpy.types.Texture
- Obj = bpy.types.Object
- Cam = bpy.types.Camera
- Text = bpy.types.Text
- ###########################SCENE##################################
-
+###############################################################################
+# Scene POV properties.
+###############################################################################
+class RenderPovSettingsScene(bpy.types.PropertyGroup):
# File Options
- Scene.pov_tempfiles_enable = BoolProperty(
+ tempfiles_enable = BoolProperty(
name="Enable Tempfiles",
description="Enable the OS-Tempfiles. Otherwise set the path where to save the files.",
default=True)
- Scene.pov_deletefiles_enable = BoolProperty(
+ deletefiles_enable = BoolProperty(
name="Delete files",
description="Delete files after rendering. Doesn't work with the image.",
default=True)
- Scene.pov_scene_name = StringProperty(
+ scene_name = StringProperty(
name="Scene Name",
- description="Name of POV-Ray scene to create. Empty name will use the name of the blend file.",
+ description="Name of POV-Ray scene to create. Empty name will use the name of " \
+ "the blend file.",
default="", maxlen=1024)
- Scene.pov_scene_path = StringProperty(
+ scene_path = StringProperty(
name="Export scene path",
# description="Path to directory where the exported scene (POV and INI) is created", # Bug in POV-Ray RC3
description="Path to directory where the files are created",
default="", maxlen=1024, subtype="DIR_PATH")
- Scene.pov_renderimage_path = StringProperty(
+ renderimage_path = StringProperty(
name="Rendered image path",
description="Full path to directory where the rendered image is saved.",
default="", maxlen=1024, subtype="DIR_PATH")
- Scene.pov_list_lf_enable = BoolProperty(
+ list_lf_enable = BoolProperty(
name="LF in lists",
- description="Enable line breaks in lists (vectors and indices). Disabled: lists are exported in one line.",
+ description="Enable line breaks in lists (vectors and indices). Disabled: " \
+ "lists are exported in one line.",
default=True)
# Not a real pov option, just to know if we should write
- Scene.pov_radio_enable = BoolProperty(
+ radio_enable = BoolProperty(
name="Enable Radiosity",
description="Enable POV-Rays radiosity calculation",
default=False)
- Scene.pov_radio_display_advanced = BoolProperty(
+ radio_display_advanced = BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False)
- Scene.pov_media_enable = BoolProperty(
+ media_enable = BoolProperty(
name="Enable Media",
description="Enable POV-Rays atmospheric media",
default=False)
- Scene.pov_media_samples = IntProperty(
- name="Samples", description="Number of samples taken from camera to first object encountered along ray path for media calculation",
+ media_samples = IntProperty(
+ name="Samples",
+ description="Number of samples taken from camera to first object " \
+ "encountered along ray path for media calculation",
min=1, max=100, default=35)
- Scene.pov_media_color = FloatVectorProperty(
- name="Media Color",
- description="The atmospheric media color.",
- subtype='COLOR',
- precision=4,
- step=0.01,
- min=0,
- soft_max=1,
- default=(0.001, 0.001, 0.001),
- options={'ANIMATABLE'})
-
- Scene.pov_baking_enable = BoolProperty(
+ media_color = FloatVectorProperty(
+ name="Media Color", description="The atmospheric media color.",
+ precision=4, step=0.01, min=0, soft_max=1,
+ default=(0.001, 0.001, 0.001), options={'ANIMATABLE'}, subtype='COLOR')
+
+ baking_enable = BoolProperty(
name="Enable Baking",
description="Enable POV-Rays texture baking",
default=False)
- Scene.pov_indentation_character = EnumProperty(
+ 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")),
+ ("1", "Tabs", "Indentation with tabs"),
+ ("2", "Spaces", "Indentation with spaces")),
default="2")
- Scene.pov_indentation_spaces = IntProperty(
+ indentation_spaces = IntProperty(
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1, max=10, default=4)
- Scene.pov_comments_enable = BoolProperty(
+ comments_enable = BoolProperty(
name="Enable Comments",
description="Add comments to pov file",
default=True)
# Real pov options
- 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.",
+ 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(
+ antialias_enable = BoolProperty(
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True)
- Scene.pov_antialias_method = EnumProperty(
+ 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.",
+ 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")),
+ ("1", "recursive AA", "Type 2 Sampling in POV-Ray")),
default="1")
- Scene.pov_antialias_depth = IntProperty(
+ antialias_depth = IntProperty(
name="Antialias Depth", description="Depth of pixel for sampling",
min=1, max=9, default=3)
- Scene.pov_antialias_threshold = FloatProperty(
+ 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).",
+ 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)
- Scene.pov_jitter_amount = FloatProperty(
+ 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.",
+ 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",
+ 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_photon_spacing = FloatProperty(
- name="Spacing", description="Average distance between photons on surfaces. half this get four times as many surface photons",
+ photon_spacing = FloatProperty(
+ name="Spacing",
+ 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)
- Scene.pov_photon_max_trace_level = IntProperty(
- name="Max Trace Level", description="Number of reflections/refractions allowed on ray path",
+ photon_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_photon_adc_bailout = FloatProperty(
- name="ADC Bailout", description="The adc_bailout for photons. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
+ photon_adc_bailout = FloatProperty(
+ name="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)
- Scene.pov_photon_gather_min = IntProperty(
+ photon_gather_min = IntProperty(
name="Gather Min", description="Minimum number of photons gathered for each point",
min=1, max=256, default=20)
- Scene.pov_photon_gather_max = IntProperty(
+ photon_gather_max = IntProperty(
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100)
- 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",
+ 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)
- Scene.pov_radio_always_sample = BoolProperty(
- name="Always Sample", description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
+ radio_always_sample = BoolProperty(
+ name="Always Sample",
+ description="Only use the data from the pretrace step and not gather " \
+ "any new samples during the final radiosity pass",
default=True)
- Scene.pov_radio_brightness = FloatProperty(
- name="Brightness", description="Amount objects are brightened before being returned upwards to the rest of the system",
+ radio_brightness = FloatProperty(
+ name="Brightness",
+ 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)
- Scene.pov_radio_count = IntProperty(
- name="Ray Count", description="Number of rays for each new radiosity value to be calculated (halton sequence over 1600)",
+ radio_count = IntProperty(
+ name="Ray Count",
+ 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)
- Scene.pov_radio_error_bound = FloatProperty(
- name="Error Bound", description="One of the two main speed/quality tuning values, lower values are more accurate",
+ radio_error_bound = FloatProperty(
+ name="Error Bound",
+ 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)
- Scene.pov_radio_gray_threshold = FloatProperty(
- name="Gray Threshold", description="One of the two main speed/quality tuning values, lower values are more accurate",
+ radio_gray_threshold = FloatProperty(
+ name="Gray Threshold",
+ 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)
- Scene.pov_radio_low_error_factor = FloatProperty(
- name="Low Error Factor", description="Just enough samples is slightly blotchy. Low error changes error tolerance for less critical last refining pass",
+ radio_low_error_factor = FloatProperty(
+ name="Low Error Factor",
+ 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)
# max_sample - not available yet
- Scene.pov_radio_media = BoolProperty(
+ radio_media = BoolProperty(
name="Media", description="Radiosity estimation can be affected by media",
default=False)
- Scene.pov_radio_minimum_reuse = FloatProperty(
- name="Minimum 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)",
+ radio_minimum_reuse = FloatProperty(
+ name="Minimum 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)
- Scene.pov_radio_nearest_count = IntProperty(
- name="Nearest Count", description="Number of old ambient values blended together to create a new interpolated value",
+ radio_nearest_count = IntProperty(
+ name="Nearest Count",
+ description="Number of old ambient values blended together to " \
+ "create a new interpolated value",
min=1, max=20, default=5)
- Scene.pov_radio_normal = BoolProperty(
+ radio_normal = BoolProperty(
name="Normals", description="Radiosity estimation can be affected by normals",
default=False)
- Scene.pov_radio_recursion_limit = IntProperty(
- name="Recursion Limit", description="how many recursion levels are used to calculate the diffuse inter-reflection",
+ radio_recursion_limit = IntProperty(
+ name="Recursion Limit",
+ description="how many recursion levels are used to calculate " \
+ "the diffuse inter-reflection",
min=1, max=20, default=3)
- Scene.pov_radio_pretrace_start = FloatProperty(
- name="Pretrace Start", description="Fraction of the screen width which sets the size of the blocks in the mosaic preview first pass",
+ radio_pretrace_start = FloatProperty(
+ name="Pretrace Start",
+ 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)
- Scene.pov_radio_pretrace_end = FloatProperty(
- name="Pretrace End", description="Fraction of the screen width which sets the size of the blocks in the mosaic preview last pass",
+ radio_pretrace_end = FloatProperty(
+ name="Pretrace End",
+ 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)
- #############################MATERIAL######################################
- Mat.pov_irid_enable = BoolProperty(
+###############################################################################
+# Material POV properties.
+###############################################################################
+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 water or the rainbow hues of a soap bubble.)",
+ 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)
- Mat.pov_mirror_use_IOR = BoolProperty(
+ mirror_use_IOR = BoolProperty(
name="Correct Reflection",
- description="Use same IOR as raytrace transparency to calculate mirror reflections. More physically correct",
+ description="Use same IOR as raytrace transparency to calculate mirror reflections. " \
+ "More physically correct",
default=False)
- Mat.pov_mirror_metallic = BoolProperty(
+ mirror_metallic = BoolProperty(
name="Metallic Reflection",
description="mirror reflections get colored as diffuse (for metallic materials)",
default=False)
- Mat.pov_conserve_energy = BoolProperty(
+ conserve_energy = BoolProperty(
name="Conserve Energy",
- description="Light transmitted is more correctly reduced by mirror reflections, also the sum of diffuse and translucency gets reduced below one ",
+ description="Light transmitted is more correctly reduced by mirror reflections, " \
+ "also the sum of diffuse and translucency gets reduced below one ",
default=True)
- Mat.pov_irid_amount = FloatProperty(
+ 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 the diffuse and possibly the ambient values of the surface.",
+ 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)
- Mat.pov_irid_thickness = FloatProperty(
+ irid_thickness = FloatProperty(
name="thickness",
- description="A very thin film will have a high frequency of color changes while a thick film will have large areas of color.",
+ 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)
- Mat.pov_irid_turbulence = FloatProperty(
- name="turbulence",
- description="This parameter varies the thickness.",
+ irid_turbulence = FloatProperty(
+ name="turbulence", description="This parameter varies the thickness.",
min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)
- Mat.pov_interior_fade_color = FloatVectorProperty(
- name="Fade Color",
- description="Color of filtered attenuation for transparent materials",
- subtype='COLOR',
- precision=4,
- step=0.01,
- min=0.0,
- soft_max=1.0,
- default=(0, 0, 0),
- options={'ANIMATABLE'})
-
- Mat.pov_caustics_enable = BoolProperty(
+ interior_fade_color = FloatVectorProperty(
+ name="Fade Color", description="Color of filtered attenuation for transparent materials",
+ precision=4, step=0.01, min=0.0, soft_max=1.0,
+ default=(0, 0, 0), options={'ANIMATABLE'}, subtype='COLOR')
+
+ caustics_enable = BoolProperty(
name="Caustics",
- description="use only fake refractive caustics (default) or photon based reflective/refractive caustics",
+ description="use only fake refractive caustics (default) or photon based " \
+ "reflective/refractive caustics",
default=True)
- Mat.pov_fake_caustics = BoolProperty(
- name="Fake Caustics",
- description="use only (Fast) fake refractive caustics",
+ fake_caustics = BoolProperty(
+ name="Fake Caustics", description="use only (Fast) fake refractive caustics",
default=True)
- Mat.pov_fake_caustics_power = FloatProperty(
+ 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 tighter, smaller simulated focal points",
+ 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)
- Mat.pov_photons_refraction = BoolProperty(
- name="Refractive Photon Caustics",
- description="more physically correct",
+ photons_refraction = BoolProperty(
+ name="Refractive Photon Caustics", description="more physically correct",
default=False)
- Mat.pov_photons_dispersion = FloatProperty(
+ 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 the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
+ 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)
- Mat.pov_photons_reflection = BoolProperty(
+ photons_reflection = BoolProperty(
name="Reflective Photon Caustics",
description="Use this to make your Sauron's ring ;-P",
default=False)
- Mat.pov_refraction_type = EnumProperty(
+ refraction_type = EnumProperty(
items=[("0", "None", "use only reflective caustics"),
("1", "Fake Caustics", "use fake caustics"),
- ("2", "Photons Caustics", "use photons for refractive caustics"),
- ],
+ ("2", "Photons Caustics", "use photons for refractive caustics")],
name="Refractive",
description="use fake caustics (fast) or true photons for refractive Caustics",
default="1")
- ##################################CustomPOV Code############################
- Mat.pov_replacement_text = StringProperty(
- name="Declared name:",
- description="Type the declared name in custom POV code or an external .inc it points at. texture {} expected",
- default="")
- #Only DUMMIES below for now:
- Tex.pov_replacement_text = StringProperty(
- name="Declared name:",
- description="Type the declared name in custom POV code or an external .inc it points at. pigment {} expected",
- default="")
-
- Obj.pov_replacement_text = StringProperty(
+ ##################################CustomPOV Code############################
+ replacement_text = StringProperty(
name="Declared name:",
- description="Type the declared name in custom POV code or an external .inc it points at. Any POV shape expected e.g: isosurface {}",
+ description="Type the declared name in custom POV code or an external " \
+ ".inc it points at. texture {} expected",
default="")
- Cam.pov_replacement_text = StringProperty(
- name="Texts in blend file",
- description="Type the declared name in custom POV code or an external .inc it points at. camera {} expected",
- default="")
- ##############################TEXTURE######################################
+###############################################################################
+# Texture POV properties.
+###############################################################################
+class RenderPovSettingsTexture(bpy.types.PropertyGroup):
#Custom texture gamma
- Tex.pov_tex_gamma_enable = BoolProperty(
+ 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)",
+ 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)
- Tex.pov_tex_gamma_value = FloatProperty(
+ tex_gamma_value = FloatProperty(
name="Custom texture gamma",
description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)
- #################################OBJECT####################################
+ ##################################CustomPOV Code############################
+ #Only DUMMIES below for now:
+ replacement_text = StringProperty(
+ name="Declared name:",
+ description="Type the declared name in custom POV code or an external .inc " \
+ "it points at. pigment {} expected",
+ default="")
+
+###############################################################################
+# Object POV properties.
+###############################################################################
+class RenderPovSettingsObject(bpy.types.PropertyGroup):
#Importance sampling
- Obj.pov_importance_value = FloatProperty(
+ 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 bright objects",
+ 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
- Obj.pov_collect_photons = BoolProperty(
+ 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 that generate caustics often don't need to show any on themselves) ",
+ 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)
- ##################################CAMERA###################################
+ ##################################CustomPOV Code############################
+ #Only DUMMIES below for now:
+ replacement_text = StringProperty(
+ name="Declared name:",
+ description="Type the declared name in custom POV code or an external .inc " \
+ "it points at. Any POV shape expected e.g: isosurface {}",
+ default="")
+
+###############################################################################
+# Camera POV properties.
+###############################################################################
+class RenderPovSettingsCamera(bpy.types.PropertyGroup):
#DOF Toggle
- Cam.pov_dof_enable = BoolProperty(
- name="Depth Of Field",
- description="Enable POV-Ray Depth Of Field ",
+ dof_enable = BoolProperty(
+ name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
default=True)
#Aperture (Intensity of the Blur)
- Cam.pov_dof_aperture = FloatProperty(
+ 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).Increase to get more blur",
+ 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
- Cam.pov_dof_samples_min = IntProperty(
- name="Samples Min",
- description="Minimum number of rays to use for each pixel",
+ dof_samples_min = IntProperty(
+ name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=96)
- Cam.pov_dof_samples_max = IntProperty(
- name="Samples Max",
- description="Maximum number of rays to use for each pixel",
+ dof_samples_max = IntProperty(
+ name="Samples Max", description="Maximum number of rays to use for each pixel",
min=1, max=128, default=128)
- Cam.pov_dof_variance = IntProperty(
+ 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 be in the range of the smallest displayable color difference",
+ 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)
- Cam.pov_dof_confidence = FloatProperty(
+ dof_confidence = FloatProperty(
name="Confidence",
- description="Probability to reach the real color value. Larger confidence values will lead to more samples, slower traces and better images.",
+ 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)
- ###################################TEXT####################################
+ ##################################CustomPOV Code############################
+ #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 " \
+ "it points at. camera {} expected",
+ default="")
+
- Text.pov_custom_code = BoolProperty(
+###############################################################################
+# Text POV properties.
+###############################################################################
+class RenderPovSettingsText(bpy.types.PropertyGroup):
+ custom_code = BoolProperty(
name="Custom Code",
description="Add this text at the top of the exported POV-Ray file",
default=False)
-def unregister():
- import bpy
+def register():
+ bpy.utils.register_module(__name__)
+
+ bpy.types.Scene.pov = PointerProperty(type=RenderPovSettingsScene)
+ bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
+ bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
+ bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
+ bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
+ bpy.types.Text.pov = PointerProperty(type=RenderPovSettingsText)
+
+def unregister():
bpy.utils.unregister_module(__name__)
- Scene = bpy.types.Scene
- Mat = bpy.types.Material
- Tex = bpy.types.Texture
- Obj = bpy.types.Object
- Cam = bpy.types.Camera
- Text = bpy.types.Text
- del Scene.pov_tempfiles_enable # CR
- del Scene.pov_scene_name # CR
- del Scene.pov_deletefiles_enable # CR
- del Scene.pov_scene_path # CR
- del Scene.pov_renderimage_path # CR
- del Scene.pov_list_lf_enable # CR
- del Scene.pov_radio_enable
- del Scene.pov_radio_display_advanced
- del Scene.pov_radio_adc_bailout
- del Scene.pov_radio_always_sample
- del Scene.pov_radio_brightness
- del Scene.pov_radio_count
- del Scene.pov_radio_error_bound
- del Scene.pov_radio_gray_threshold
- del Scene.pov_radio_low_error_factor
- del Scene.pov_radio_media
- del Scene.pov_radio_minimum_reuse
- 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_photon_spacing # MR
- del Scene.pov_photon_max_trace_level # MR
- del Scene.pov_photon_adc_bailout # MR
- del Scene.pov_photon_gather_min # MR
- del Scene.pov_photon_gather_max # MR
- del Scene.pov_antialias_enable # 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
- del Scene.pov_jitter_enable # CR
- del Scene.pov_jitter_amount # CR
- del Scene.pov_command_line_switches # CR
- 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_interior_fade_color # 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 Mat.pov_replacement_text # MR
- del Tex.pov_tex_gamma_enable # MR
- del Tex.pov_tex_gamma_value # MR
- del Tex.pov_replacement_text # MR
- del Obj.pov_importance_value # MR
- del Obj.pov_collect_photons # MR
- del Obj.pov_replacement_text # MR
- del Cam.pov_dof_enable # MR
- del Cam.pov_dof_aperture # MR
- del Cam.pov_dof_samples_min # MR
- del Cam.pov_dof_samples_max # MR
- del Cam.pov_dof_variance # MR
- del Cam.pov_dof_confidence # MR
- del Cam.pov_replacement_text # MR
- del Text.pov_custom_code # MR
+ del bpy.types.Scene.pov
+ del bpy.types.Material.pov
+ del bpy.types.Texture.pov
+ del bpy.types.Object.pov
+ del bpy.types.Camera.pov
+ del bpy.types.Text.pov
+
if __name__ == "__main__":
register()
diff --git a/render_povray/render.py b/render_povray/render.py
index 65312339..87a4eb2d 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -29,7 +29,7 @@ import re
##############################SF###########################
##############find image texture
-
+# XXX There’s a python func for that, IMO… --mont29
def splitExt(path):
dotidx = path.rfind(".")
if dotidx == -1:
@@ -38,6 +38,7 @@ def splitExt(path):
return path[dotidx:].upper().replace(".", "")
+# XXX A simple dict would be much simpler for this… --mont29
def imageFormat(imgF):
ext = ""
ext_orig = splitExt(imgF)
@@ -122,6 +123,7 @@ def imgMapBG(wts):
return image_mapBG
+# XXX There’s a python func for this… --mont29
def splitFile(path):
idx = path.rfind("/")
if idx == -1:
@@ -129,6 +131,7 @@ def splitFile(path):
return path[idx:].replace("/", "").replace("\\", "")
+# XXX There’s a python func for this… --mont29
def splitPath(path):
idx = path.rfind("/")
if idx == -1:
@@ -225,10 +228,10 @@ def write_pov(filename, scene=None, info_callback=None):
TabStr = spaces * " "
return TabStr
- tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
+ tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
def tabWrite(str_o):
- if not scene.pov_tempfiles_enable:
+ if not scene.pov.tempfiles_enable:
global tabLevel
brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
if brackets < 0:
@@ -259,20 +262,26 @@ def write_pov(filename, scene=None, info_callback=None):
return name
def writeMatrix(matrix):
- tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n" %\
- (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]))
+ tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, " \
+ "%.6f>\n" % (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, ob):
# 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...
+ # Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+ #if material and material.transparency_method == 'RAYTRACE':
+ if material:
# 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
+ # 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:
tabWrite("interior {\n")
tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
else:
@@ -283,40 +292,45 @@ def write_pov(filename, scene=None, info_callback=None):
pov_photons_refraction = False
pov_photons_reflection = False
- if material.pov_photons_reflection:
+ if material.pov.photons_reflection:
pov_photons_reflection = True
- if material.pov_refraction_type == "0":
+ if material.pov.refraction_type == "0":
pov_fake_caustics = False
pov_photons_refraction = False
- elif material.pov_refraction_type == "1":
+ 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 material.pov_caustics_enable:
+ # 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)
+ tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
if pov_photons_refraction:
- tabWrite("dispersion %.6f\n" % material.pov_photons_dispersion) # Default of 1 means no dispersion
+ # Default of 1 means no dispersion
+ tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
#TODO
# Other interior args
if material.use_transparency and material.transparency_method == 'RAYTRACE':
# fade_distance
- # In Blender this value has always been reversed compared to what tooltip says. 100.001 rather than 100 so that it does not get to 0
+ # In Blender this value has always been reversed compared to what tooltip says.
+ # 100.001 rather than 100 so that it does not get to 0
# which deactivates the feature in POV
- tabWrite("fade_distance %.3g\n" % (100.001 - material.raytrace_transparency.depth_max))
+ tabWrite("fade_distance %.3g\n" % \
+ (100.001 - material.raytrace_transparency.depth_max))
# fade_power
tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
# fade_color
- tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov_interior_fade_color[:])
+ tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
# (variable) dispersion_samples (constant count for now)
tabWrite("}\n")
- if not ob.pov_collect_photons:
+ if not ob.pov.collect_photons:
tabWrite("photons{collect off}\n")
if pov_photons_refraction or pov_photons_reflection:
@@ -339,9 +353,11 @@ def write_pov(filename, scene=None, info_callback=None):
name_orig = DEF_MAT_NAME
name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
- comments = scene.pov_comments_enable
+ comments = scene.pov.comments_enable
- ##################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
+ ##################
+ # 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
@@ -349,37 +365,43 @@ def write_pov(filename, scene=None, info_callback=None):
def povHasnoSpecularMaps(Level):
if Level == 1:
tabWrite("#declare %s = finish {" % safety(name, Level=1))
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write(" //No specular nor Mirror reflection\n")
else:
tabWrite("\n")
elif Level == 2:
tabWrite("#declare %s = finish {" % safety(name, Level=2))
- if not scene.pov_tempfiles_enable and comments:
- file.write(" //translation of spec and mir levels for when no map influences them\n")
+ if not scene.pov.tempfiles_enable and 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 not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and 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)
+ # 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
- if material.pov_conserve_energy:
+ 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 = min(backDiffuse, (1.0 - frontDiffuse)) # clamps the sum below 1
+ # Try to respect the user's 'intention' by comparing the two values but
+ # bringing the total back to one.
+ frontDiffuse = backDiffuse = 0.5
+ # Let the highest value stay the highest value.
+ elif frontDiffuse > backDiffuse:
+ # clamps the sum below 1
+ backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
else:
frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
@@ -387,17 +409,21 @@ def write_pov(filename, scene=None, info_callback=None):
roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
## scale from 0.0 to 0.1
roughness *= 0.1
- # add a small value because 0.0 is invalid
+ # add a small value because 0.0 is invalid.
roughness += (1.0 / 511.0)
- #####################################Diffuse Shader######################################
- # Not used for Full spec (Level=3) of the shader
+ ################################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
+ # Blender roughness is what is generally called oren nayar Sigma,
+ # and brilliance in POV-Ray.
+ tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
if material.diffuse_shader == 'TOON' and Level != 3:
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
+ # Lower diffuse and increase specular for toon effect seems to look better
+ # in POV-Ray.
+ frontDiffuse *= 0.5
if material.diffuse_shader == 'MINNAERT' and Level != 3:
#tabWrite("aoi %.3g\n" % material.darkness)
@@ -406,29 +432,43 @@ def write_pov(filename, scene=None, info_callback=None):
#tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
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
+ # trying to best match lambert attenuation by that constant brilliance value
+ tabWrite("brilliance 1.8\n")
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!
+ ###########################Specular Shader######################################
+ # No difference between phong and cook torrence in blender HaHa!
+ if (material.specular_shader == 'COOKTORR' or
+ material.specular_shader == 'PHONG'):
tabWrite("phong %.3g\n" % (material.specular_intensity))
tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
- 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
+ # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
+ elif material.specular_shader == 'BLINN':
+ # Use blender Blinn's IOR just as some factor for spec intensity
+ tabWrite("specular %.3g\n" % (material.specular_intensity *
+ (material.specular_ior / 4.0)))
tabWrite("roughness %.3g\n" % roughness)
#Could use brilliance 2(or varying around 2 depending on ior or factor) too.
elif material.specular_shader == 'TOON':
tabWrite("phong %.3g\n" % (material.specular_intensity * 2))
- tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2)) # use extreme phong_size
+ # use extreme phong_size
+ tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2))
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.
-
- #########################################################################################
+ # find best suited default constant for brilliance Use both phong and
+ # specular for some values.
+ tabWrite("specular %.3g\n" % (material.specular_intensity /
+ (material.specular_slope + 0.0005)))
+ # 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))
+
+ ####################################################################################
elif Level == 1:
tabWrite("specular 0\n")
elif Level == 3:
@@ -436,13 +476,18 @@ def write_pov(filename, scene=None, info_callback=None):
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
+ # POV-Ray blends the global value
+ #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
+ # tuple([c*material.ambient for c in world.ambient_color]))
tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
- #tabWrite("roughness %.3g\n" % roughness) #POV-Ray just ignores roughness if there's no specular keyword
+ #POV-Ray just ignores roughness if there's no specular keyword
+ #tabWrite("roughness %.3g\n" % roughness)
- if material.pov_conserve_energy:
- tabWrite("conserve_energy\n") # added for more realistic shading. Needs some checking to see if it really works. --Maurice.
+ if material.pov.conserve_energy:
+ # added for more realistic shading. Needs some checking to see if it
+ # really works. --Maurice.
+ tabWrite("conserve_energy\n")
# 'phong 70.0 '
if Level != 1:
@@ -451,11 +496,14 @@ def write_pov(filename, scene=None, info_callback=None):
if raytrace_mirror.reflect_factor:
tabWrite("reflection {\n")
tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
- if material.pov_mirror_metallic:
+ 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
- tabWrite("falloff %.3g exponent %.3g} " % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
+ if material.pov.mirror_use_IOR: # WORKING ?
+ # Removed from the line below: gives a more physically correct
+ # material but needs proper IOR. --Maurice
+ tabWrite("fresnel 1 ")
+ tabWrite("falloff %.3g exponent %.3g} " % \
+ (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
if material.subsurface_scattering.use:
subsurface_scattering = material.subsurface_scattering
@@ -465,12 +513,13 @@ def write_pov(filename, scene=None, info_callback=None):
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],
- )
+ 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))
+ if material.pov.irid_enable:
+ tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
+ (material.pov.irid_amount, material.pov.irid_thickness,
+ material.pov.irid_turbulence))
else:
tabWrite("diffuse 0.8\n")
@@ -498,7 +547,8 @@ def write_pov(filename, scene=None, info_callback=None):
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
@@ -519,11 +569,13 @@ def write_pov(filename, scene=None, info_callback=None):
# compute resolution
Qsize = float(render.resolution_x) / float(render.resolution_y)
- tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
- tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+ tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % \
+ (matrix[3][0], matrix[3][1], matrix[3][2]))
+ tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" % \
+ tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("camera {\n")
- if scene.pov_baking_enable and active_object and active_object.type == 'MESH':
+ 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")
@@ -537,13 +589,15 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("up <0, 1, 0>\n")
tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
- tabWrite("rotate <%.6f, %.6f, %.6f>\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+ tabWrite("rotate <%.6f, %.6f, %.6f>\n" % \
+ tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
tabWrite("translate <%.6f, %.6f, %.6f>\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
- if camera.data.pov_dof_enable and focal_point != 0:
- tabWrite("aperture %.3g\n" % camera.data.pov_dof_aperture)
- tabWrite("blur_samples %d %d\n" % (camera.data.pov_dof_samples_min, camera.data.pov_dof_samples_max))
- tabWrite("variance 1/%d\n" % camera.data.pov_dof_variance)
- tabWrite("confidence %.3g\n" % camera.data.pov_dof_confidence)
+ if camera.data.pov.dof_enable and focal_point != 0:
+ tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
+ tabWrite("blur_samples %d %d\n" % \
+ (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
+ tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
+ tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
tabWrite("focal_point <0, 0, %f>\n" % focal_point)
tabWrite("}\n")
@@ -558,7 +612,8 @@ def write_pov(filename, scene=None, info_callback=None):
matrix = global_matrix * ob.matrix_world
- 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
+ # 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])
tabWrite("light_source {\n")
tabWrite("< 0,0,0 >\n")
@@ -571,7 +626,8 @@ def write_pov(filename, scene=None, info_callback=None):
# 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("radius %.6f\n" % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
+ 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
@@ -583,7 +639,9 @@ def write_pov(filename, scene=None, info_callback=None):
elif lamp.type == 'AREA':
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?
+ # Area lights have no falloff type, so always use blenders lamp quad equivalent
+ # for those?
+ tabWrite("fade_power %d\n" % 2)
size_x = lamp.size
samples_x = lamp.shadow_ray_samples_x
if lamp.shape == 'SQUARE':
@@ -593,7 +651,8 @@ def write_pov(filename, scene=None, info_callback=None):
size_y = lamp.size_y
samples_y = lamp.shadow_ray_samples_y
- tabWrite("area_light <%d,0,0>,<0,0,%d> %d, %d\n" % (size_x, size_y, samples_x, samples_y))
+ tabWrite("area_light <%d,0,0>,<0,0,%d> %d, %d\n" % \
+ (size_x, size_y, samples_x, samples_y))
if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
if lamp.jitter:
tabWrite("jitter\n")
@@ -601,18 +660,24 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("adaptive 1\n")
tabWrite("jitter\n")
- if not scene.render.use_shadows or lamp.type == 'HEMI' or (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW'): # HEMI never has any shadow_method attribute
+ # HEMI never has any shadow_method attribute
+ if(not scene.render.use_shadows or lamp.type == 'HEMI' or
+ (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
tabWrite("shadowless\n")
- 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.
+ # 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.
+ if lamp.type not in ('SUN', 'AREA', 'HEMI'):
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
elif lamp.falloff_type == 'INVERSE_LINEAR':
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.
+ # upposing using no fade power keyword would default to constant, no attenuation.
+ elif lamp.falloff_type == 'CONSTANT':
pass
- elif lamp.falloff_type == 'CUSTOM_CURVE': # Using Custom curve for fade power 3 for now.
+ # Using Custom curve for fade power 3 for now.
+ elif lamp.falloff_type == 'CUSTOM_CURVE':
tabWrite("fade_power %d\n" % 4)
writeMatrix(matrix)
@@ -622,15 +687,17 @@ def write_pov(filename, scene=None, info_callback=None):
lampCount += 1
# v(A,B) rotates vector A about origin by vector B.
- file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z), ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
+ file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
+ (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
+ ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
-####################################################################################################################################
+####################################################################################################
def exportMeta(metas):
# TODO - blenders 'motherball' naming is not supported.
- if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
+ if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
file.write("//--Blob objects--\n\n")
for ob in metas:
@@ -642,7 +709,7 @@ def write_pov(filename, scene=None, info_callback=None):
if elements:
tabWrite("blob {\n")
tabWrite("threshold %.4g\n" % meta.threshold)
- importance = ob.pov_importance_value
+ importance = ob.pov.importance_value
try:
material = meta.materials[0] # lame! - blender cant do enything else.
@@ -658,7 +725,8 @@ def write_pov(filename, scene=None, info_callback=None):
if elem.type == 'BALL':
- tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % (loc.x, loc.y, loc.z, elem.radius, stiffness))
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
+ (loc.x, loc.y, loc.z, elem.radius, stiffness))
# After this wecould do something simple like...
# "pigment {Blue} }"
@@ -666,8 +734,11 @@ def write_pov(filename, scene=None, info_callback=None):
elif elem.type == 'ELLIPSOID':
# location is modified by scale
- tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
- tabWrite("scale <%.6g, %.6g, %.6g> \n" % (elem.size_x, elem.size_y, elem.size_z))
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
+ (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
+ elem.radius, stiffness))
+ tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
+ (elem.size_x, elem.size_y, elem.size_z))
if material:
diffuse_color = material.diffuse_color
@@ -680,12 +751,15 @@ 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], povFilter, trans))
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
+ (diffuse_color[0], diffuse_color[1], diffuse_color[2],
+ povFilter, trans))
tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
else:
tabWrite("pigment {rgb<1 1 1>} \n")
- tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2))) # Write the finish last.
+ # Write the finish last.
+ tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
writeObjectMaterial(material, ob)
@@ -697,7 +771,7 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("}\n") # End of Metaball block
- if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
+ if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
file.write("\n")
objectNames = {}
@@ -710,7 +784,8 @@ def write_pov(filename, scene=None, info_callback=None):
for ob in sel:
ob_num += 1
#############################################
- #Generating a name for object just like materials to be able to use it (baking for now or anything else).
+ #Generating a name for object just like materials to be able to use it
+ # (baking for now or anything else).
if sel:
name_orig = ob.name
else:
@@ -726,7 +801,7 @@ 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[:]
@@ -767,7 +842,7 @@ def write_pov(filename, scene=None, info_callback=None):
tabStr = tab * tabLevel
for v in me.vertices:
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
else:
@@ -795,7 +870,7 @@ def write_pov(filename, scene=None, info_callback=None):
idx = 0
tabStr = tab * tabLevel
for no, index in uniqueNormals.items():
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
else:
@@ -829,7 +904,7 @@ def write_pov(filename, scene=None, info_callback=None):
idx = 0
tabStr = tab * tabLevel
for uv, index in uniqueUVs.items():
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%.6f, %.6f>" % uv)
else:
@@ -868,7 +943,8 @@ def write_pov(filename, scene=None, info_callback=None):
else:
if material:
diffuse_color = material.diffuse_color[:]
- key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
+ material_index
vertCols[key] = [-1]
else:
@@ -918,8 +994,8 @@ def write_pov(filename, scene=None, info_callback=None):
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_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:
texturesSpec = image_filename
colvalue = t.default_value
@@ -937,22 +1013,25 @@ def write_pov(filename, scene=None, info_callback=None):
#was the above used? --MR
t_alpha = t
- ##############################################################################################################
+ ####################################################################################
- if material.pov_replacement_text != "":
+ if material.pov.replacement_text != "":
file.write("\n")
- file.write(" texture{%s}\n" % material.pov_replacement_text)
+ file.write(" texture{%s}\n" % material.pov.replacement_text)
else:
file.write("\n")
- tabWrite("texture {\n") # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. --MR
+ # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
+ # --MR
+ tabWrite("texture {\n")
- ##############################################################################################################
+ ################################################################################
if material.diffuse_shader == 'MINNAERT':
tabWrite("\n")
tabWrite("aoi\n")
tabWrite("texture_map {\n")
- tabWrite("[%.3g finish {diffuse %.3g}]\n" % (material.darkness / 2.0, 2.0 - material.darkness))
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
+ (material.darkness / 2.0, 2.0 - material.darkness))
tabWrite("[%.3g\n" % (1.0 - (material.darkness / 2.0)))
if material.diffuse_shader == 'FRESNEL':
@@ -966,8 +1045,12 @@ def write_pov(filename, scene=None, info_callback=None):
tabWrite("texture_map {\n")
# Diffuse Fresnel value and factor go up to five,
# other kind of values needed: used the number 5 below to remap
- tabWrite("[%.3g finish {diffuse %.3g}]\n" % ((5.0 - material.diffuse_fresnel) / 5, (material.diffuse_intensity * ((5.0 - material.diffuse_fresnel_factor) / 5))))
- tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) * (material.diffuse_fresnel / 5.0)))
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
+ ((5.0 - material.diffuse_fresnel) / 5,
+ (material.diffuse_intensity *
+ ((5.0 - material.diffuse_fresnel_factor) / 5))))
+ tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) *
+ (material.diffuse_fresnel / 5.0)))
c += 1
# if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
@@ -977,10 +1060,16 @@ def write_pov(filename, scene=None, info_callback=None):
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, 1.0 / 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)))
+ # 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,
+ 1.0 / 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")
@@ -989,150 +1078,245 @@ def write_pov(filename, scene=None, info_callback=None):
if texturesDif == "":
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, 1.0 / 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))
+ # 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, 1.0 / 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], povFilter, trans))
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
tabWrite("}\n")
tabWrite("}\n")
else:
- tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
if texturesSpec != "":
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=1))) # Level 1 is no specular
+ # Level 1 is no specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
else:
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated spec
+ # Level 2 is translated spec
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
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, 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
+ # 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,
+ 1.0 / 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, 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ # 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, 1.0 / 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("[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
+ # Level 1 is no specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
else:
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
## 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)))
+ #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 != "":
## 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, 1.0 / 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)))
+ # 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,
+ 1.0 / 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))
+ 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##################################################################################################
+ ##################Second index for mapping specular max value###############
tabWrite("[1 \n")
- if texturesDif == "" and material.pov_replacement_text == "":
+ if texturesDif == "" and material.pov.replacement_text == "":
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, 1.0 / 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))
+ # 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
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ 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}\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], povFilter, trans))
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
tabWrite("}\n")
tabWrite("}\n")
else:
- tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
if texturesSpec != "":
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
+ # Level 3 is full specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
else:
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
-
- elif material.pov_replacement_text == "":
- # 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, 1.0 / 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.
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
+
+ elif material.pov.replacement_text == "":
+ # 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
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ 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 != "":
- 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))
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ 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 {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")
else:
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\" %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("}\n")
tabWrite("%s\n" % mappingDif)
tabWrite("}\n")
if texturesSpec != "":
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=3))) # Level 3 is full specular
+ # Level 3 is full specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
else:
- tabWrite("finish {%s}\n" % (safety(material_finish, Level=2))) # Level 2 is translated specular
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
## 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 != "" and material.pov_replacement_text == "":
+ #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 != "" and material.pov.replacement_text == "":
## 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, 1.0 / 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)))
+ # 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,
+ 1.0 / 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 * 10.0, mappingNor))
- if texturesSpec != "" and material.pov_replacement_text == "":
+ 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 != "" and material.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
#End of slope/ior texture_map
- if material.diffuse_shader == 'MINNAERT' and material.pov_replacement_text == "":
+ if material.diffuse_shader == 'MINNAERT' and material.pov.replacement_text == "":
tabWrite("]\n")
tabWrite("}\n")
- if material.diffuse_shader == 'FRESNEL' and material.pov_replacement_text == "":
+ if material.diffuse_shader == 'FRESNEL' and material.pov.replacement_text == "":
c = 1
while (c <= lampCount):
tabWrite("]\n")
tabWrite("}\n")
c += 1
- if material.pov_replacement_text == "":
+ if material.pov.replacement_text == "":
tabWrite("}\n") # THEN IT CAN CLOSE IT --MR
- ############################################################################################################
+ ####################################################################################
index[0] = idx
idx += 1
@@ -1161,9 +1345,10 @@ def write_pov(filename, scene=None, info_callback=None):
if not me_materials or me_materials[material_index] is None: # No materials
for i1, i2, i3 in indices:
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
- file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
+ # vert count
+ file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
else:
file.write(", ")
file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
@@ -1183,14 +1368,17 @@ def write_pov(filename, scene=None, info_callback=None):
else:
# Colour per material - flat material colour
diffuse_color = material.diffuse_color
- ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0]
+ ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
+ diffuse_color[2], f.material_index][0]
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
- file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+ file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
+ (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
else:
file.write(", ")
- file.write("<%d,%d,%d>, %d,%d,%d" % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+ file.write("<%d,%d,%d>, %d,%d,%d" % \
+ (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
file.write("\n")
tabWrite("}\n")
@@ -1208,7 +1396,7 @@ def write_pov(filename, scene=None, info_callback=None):
for i1, i2, i3 in indices:
if me_faces[fi].use_smooth:
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" %\
(uniqueNormals[verts_normals[fv[i1]]][0],\
@@ -1222,7 +1410,7 @@ def write_pov(filename, scene=None, info_callback=None):
uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
else:
idx = uniqueNormals[faces_normals[fi]][0]
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
else:
@@ -1250,7 +1438,7 @@ def write_pov(filename, scene=None, info_callback=None):
uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:]
for i1, i2, i3 in indices:
- if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
file.write(",\n")
file.write(tabStr + "<%d,%d,%d>" % (
uniqueUVs[uvs[i1]][0],\
@@ -1296,9 +1484,11 @@ def write_pov(filename, scene=None, info_callback=None):
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:
+ # Non fully transparent background could premultiply alpha and avoid anti-aliasing
+ # display issue:
if render.alpha_mode == 'PREMUL':
- tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % (world.horizon_color[:]))
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % \
+ (world.horizon_color[:]))
#Currently using no alpha with Sky option:
elif render.alpha_mode == 'SKY':
tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
@@ -1311,7 +1501,9 @@ def write_pov(filename, scene=None, info_callback=None):
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?)
+ # XXX No enable checkbox for world textures yet (report it?)
+ #if t and t.texture.type == 'IMAGE' and t.use:
+ if t and t.texture.type == 'IMAGE':
image_filename = path_image(t.texture.image.filepath)
if t.texture.image.filepath != image_filename:
t.texture.image.filepath = image_filename
@@ -1319,25 +1511,44 @@ def write_pov(filename, scene=None, info_callback=None):
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
+ # 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/
+ # Replace 4/3 by the ratio of each image found by some custom or existing
+ # function
+ #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))
#using camera rotation valuesdirectly from blender seems much easier
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 / 10.0, 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.
+ 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("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))
- # The following layered pigment opacifies to black over the texture for transmit below 1 or otherwise adds to itself
+ # The following layered pigment opacifies to black over the texture for
+ # transmit below 1 or otherwise adds to itself
tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
tabWrite("}\n")
#tabWrite("scale 2\n")
@@ -1349,28 +1560,33 @@ def write_pov(filename, scene=None, info_callback=None):
if world.use_sky_blend:
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
+ # maybe Should follow the advice of POV doc about replacing gradient
+ # for skysphere..5.5
+ tabWrite("gradient y\n")
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
+ # aa premult not solved with transmit 1
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))
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[:]))
tabWrite("}\n")
tabWrite("}\n")
tabWrite("}\n")
- #sky_sphere alpha (transmit) is not translating into image alpha the same way as 'background'
+ # 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
- #and other such translations but maybe this would not be allowed either?
+ # 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
+ # and other such translations but maybe this would not be allowed either?
###############################################################
@@ -1379,57 +1595,62 @@ def write_pov(filename, scene=None, info_callback=None):
if mist.use_mist:
tabWrite("fog {\n")
tabWrite("distance %.6f\n" % mist.depth)
- tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % (world.horizon_color[:] + (1.0 - mist.intensity,)))
+ tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % \
+ (world.horizon_color[:] + (1.0 - mist.intensity,)))
#tabWrite("fog_offset %.6f\n" % mist.start)
#tabWrite("fog_alt 5\n")
#tabWrite("turbulence 0.2\n")
#tabWrite("turb_depth 0.3\n")
tabWrite("fog_type 1\n")
tabWrite("}\n")
- if scene.pov_media_enable:
+ if scene.pov.media_enable:
tabWrite("media {\n")
- tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov_media_color[:])
- tabWrite("samples %.d\n" % scene.pov_media_samples)
+ tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov.media_color[:])
+ tabWrite("samples %.d\n" % scene.pov.media_samples)
tabWrite("}\n")
def exportGlobalSettings(scene):
tabWrite("global_settings {\n")
tabWrite("assumed_gamma 1.0\n")
- tabWrite("max_trace_level %d\n" % scene.pov_max_trace_level)
+ tabWrite("max_trace_level %d\n" % scene.pov.max_trace_level)
- if scene.pov_radio_enable:
+ if scene.pov.radio_enable:
tabWrite("radiosity {\n")
- tabWrite("adc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
- tabWrite("always_sample %d\n" % scene.pov_radio_always_sample)
- tabWrite("brightness %.4g\n" % scene.pov_radio_brightness)
- tabWrite("count %d\n" % scene.pov_radio_count)
- tabWrite("error_bound %.4g\n" % scene.pov_radio_error_bound)
- tabWrite("gray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
- tabWrite("low_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
- tabWrite("media %d\n" % scene.pov_radio_media)
- tabWrite("minimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
- tabWrite("nearest_count %d\n" % scene.pov_radio_nearest_count)
- tabWrite("normal %d\n" % scene.pov_radio_normal)
- tabWrite("pretrace_start %.3g\n" % scene.pov_radio_pretrace_start)
- tabWrite("pretrace_end %.3g\n" % scene.pov_radio_pretrace_end)
- tabWrite("recursion_limit %d\n" % scene.pov_radio_recursion_limit)
+ tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
+ tabWrite("always_sample %d\n" % scene.pov.radio_always_sample)
+ tabWrite("brightness %.4g\n" % scene.pov.radio_brightness)
+ tabWrite("count %d\n" % scene.pov.radio_count)
+ tabWrite("error_bound %.4g\n" % scene.pov.radio_error_bound)
+ tabWrite("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
+ tabWrite("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
+ tabWrite("media %d\n" % scene.pov.radio_media)
+ tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
+ tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count)
+ tabWrite("normal %d\n" % scene.pov.radio_normal)
+ tabWrite("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
+ tabWrite("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
+ tabWrite("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
tabWrite("}\n")
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 * (-100.0) + 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
+ # In pov, the scale has reversed influence compared to blender. these number
+ # should correct that
+ tabWrite("mm_per_unit %.6f\n" % \
+ (material.subsurface_scattering.scale * (-100.0) + 15.0))
+ # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
+ once = 0
if world:
tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
- if material.pov_photons_refraction or material.pov_photons_reflection:
+ if material.pov.photons_refraction or material.pov.photons_reflection:
tabWrite("photons {\n")
- tabWrite("spacing %.6f\n" % scene.pov_photon_spacing)
- tabWrite("max_trace_level %d\n" % scene.pov_photon_max_trace_level)
- tabWrite("adc_bailout %.3g\n" % scene.pov_photon_adc_bailout)
- tabWrite("gather %d, %d\n" % (scene.pov_photon_gather_min, scene.pov_photon_gather_max))
+ tabWrite("spacing %.6f\n" % scene.pov.photon_spacing)
+ tabWrite("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
+ tabWrite("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
+ tabWrite("gather %d, %d\n" % (scene.pov.photon_gather_min, scene.pov.photon_gather_max))
tabWrite("}\n")
tabWrite("}\n")
@@ -1437,43 +1658,45 @@ def write_pov(filename, scene=None, info_callback=None):
def exportCustomCode():
for txt in bpy.data.texts:
- if txt.pov_custom_code:
+ if txt.pov.custom_code:
# Why are the newlines needed?
file.write("\n")
file.write(txt.as_string())
file.write("\n")
sel = scene.objects
- comments = scene.pov_comments_enable
- if not scene.pov_tempfiles_enable and comments:
- file.write("//---------------------------------------------\n//--Exported with POV-Ray exporter for Blender--\n//---------------------------------------------\n\n")
+ comments = scene.pov.comments_enable
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("//----------------------------------------------\n" \
+ "//--Exported with POV-Ray exporter for Blender--\n" \
+ "//----------------------------------------------\n\n")
file.write("#version 3.7;\n")
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n//--CUSTOM CODE--\n\n")
exportCustomCode()
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Global settings and background--\n\n")
exportGlobalSettings(scene)
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n")
exportWorld(scene.world)
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Cameras--\n\n")
exportCamera()
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Lamps--\n\n")
exportLamps([l for l in sel if l.type == 'LAMP'])
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n//--Material Definitions--\n\n")
# Convert all materials to strings we can access directly per vertex.
@@ -1482,12 +1705,12 @@ def write_pov(filename, scene=None, info_callback=None):
for material in bpy.data.materials:
if material.users > 0:
writeMaterial(material)
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("\n")
exportMeta([l for l in sel if l.type == 'META'])
- if not scene.pov_tempfiles_enable and comments:
+ if not scene.pov.tempfiles_enable and comments:
file.write("//--Mesh objects--\n")
exportMeshs(scene, sel)
@@ -1495,7 +1718,8 @@ def write_pov(filename, scene=None, info_callback=None):
#exportCamera()
#exportWorld(scene.world)
#exportGlobalSettings(scene)
- # MR:..and the order was important for an attempt to implement pov 3.7 baking (mesh camera) comment for the record
+ # MR:..and the order was important for an attempt to implement pov 3.7 baking
+ # (mesh camera) comment for the record
# CR: Baking should be a special case than. If "baking", than we could change the order.
#print("pov file closed %s" % file.closed)
@@ -1528,23 +1752,29 @@ def write_pov_ini(scene, filename_ini, filename_pov, filename_image):
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)
+ # Activated (turn this back off when better live exchange is done between the two programs
+ # (see next comment)
+ file.write("Display=1\n")
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.
+ # 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")
#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.
+ if scene.pov.antialias_enable:
+ # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
+ # needs higher sampling.
+ # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
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)
- file.write("Antialias_Threshold=%.3g\n" % scene.pov_antialias_threshold)
- file.write("Antialias_Gamma=%.3g\n" % scene.pov_antialias_gamma)
- if scene.pov_jitter_enable:
+ file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
+ file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
+ file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
+ file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
+ if scene.pov.jitter_enable:
file.write("Jitter=on\n")
- file.write("Jitter_Amount=%3g\n" % scene.pov_jitter_amount)
+ file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
else:
file.write("Jitter=off\n") # prevent animation flicker
@@ -1563,19 +1793,25 @@ class PovrayRender(bpy.types.RenderEngine):
def _export(self, scene, povPath, renderImagePath):
import tempfile
- if scene.pov_tempfiles_enable:
+ if scene.pov.tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
- self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name # 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.
+ # 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).name
#self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
else:
self._temp_file_in = povPath + ".pov"
- self._temp_file_out = renderImagePath + ".png" # PNG with POV-Ray 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.
+ # 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 = renderImagePath + ".png"
#self._temp_file_out = renderImagePath + ".tga"
self._temp_file_ini = povPath + ".ini"
'''
self._temp_file_in = "/test.pov"
- self._temp_file_out = "/test.png" # PNG with POV-Ray 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.
+ # 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 = "/test.png"
#self._temp_file_out = "/test.tga"
self._temp_file_ini = "/test.ini"
'''
@@ -1600,8 +1836,8 @@ class PovrayRender(bpy.types.RenderEngine):
extra_args = []
- if scene.pov_command_line_switches != "":
- for newArg in scene.pov_command_line_switches.split(" "):
+ if scene.pov.command_line_switches != "":
+ for newArg in scene.pov.command_line_switches.split(" "):
extra_args.append(newArg)
self._is_windows = False
@@ -1624,8 +1860,9 @@ class PovrayRender(bpy.types.RenderEngine):
if bitness == 64:
try:
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
- stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
# This would work too but means we have to wait until its done:
# os.system("%s %s" % (pov_binary, self._temp_file_ini))
@@ -1633,12 +1870,14 @@ class PovrayRender(bpy.types.RenderEngine):
# someone might run povray 32 bits on a 64 bits blender machine
try:
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
- stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
except OSError:
# TODO, report api
- print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
+ "installed" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
@@ -1658,26 +1897,30 @@ class PovrayRender(bpy.types.RenderEngine):
else:
try:
pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
- stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
# 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"
- self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
- stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
except OSError:
# TODO, report api
- print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't installed" % pov_binary)
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
+ "installed" % pov_binary)
import traceback
traceback.print_exc()
print ("***-DONE-***")
return False
else:
- print("Running POV-Ray 3.7 64 bits build with 32 bits Blender, \nYou might want to run Blender 64 bits as well.")
+ print("Running POV-Ray 3.7 64 bits build with 32 bits Blender,\n" \
+ "You might want to run Blender 64 bits as well.")
print("Command line arguments passed: " + str(extra_args))
return True
@@ -1755,12 +1998,13 @@ class PovrayRender(bpy.types.RenderEngine):
povPath = ""
renderImagePath = ""
- scene.frame_set(scene.frame_current) # has to be called to update the frame on exporting animations
+ # has to be called to update the frame on exporting animations
+ scene.frame_set(scene.frame_current)
- if not scene.pov_tempfiles_enable:
+ if not scene.pov.tempfiles_enable:
# check paths
- povPath = bpy.path.abspath(scene.pov_scene_path).replace('\\', '/')
+ povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
if povPath == "":
if bpy.path.abspath("//") != "":
povPath = bpy.path.abspath("//")
@@ -1770,7 +2014,7 @@ class PovrayRender(bpy.types.RenderEngine):
if povPath == "/":
povPath = bpy.path.abspath("//")
else:
- povPath = bpy.path.abspath(scene.pov_scene_path)
+ povPath = bpy.path.abspath(scene.pov.scene_path)
if not os.path.exists(povPath):
try:
@@ -1780,13 +2024,14 @@ class PovrayRender(bpy.types.RenderEngine):
traceback.print_exc()
print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
- self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % povPath)
+ self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % \
+ povPath)
time.sleep(2.0)
return
'''
# Bug in POV-Ray RC3
- renderImagePath = bpy.path.abspath(scene.pov_renderimage_path).replace('\\','/')
+ renderImagePath = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
if renderImagePath == "":
if bpy.path.abspath("//") != "":
renderImagePath = bpy.path.abspath("//")
@@ -1797,7 +2042,7 @@ class PovrayRender(bpy.types.RenderEngine):
if renderImagePath == "/":
renderImagePath = bpy.path.abspath("//")
else:
- renderImagePath = bpy.path.abspath(scene.pov_renderimage_path)
+ renderImagePath = bpy.path.abspath(scene.pov.renderimage_path)
if not os.path.exists(path):
print("POV-Ray 3.7: Cannot find render image directory")
self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
@@ -1806,13 +2051,13 @@ class PovrayRender(bpy.types.RenderEngine):
'''
# check name
- if scene.pov_scene_name == "":
+ if scene.pov.scene_name == "":
if blendSceneName != "":
povSceneName = blendSceneName
else:
povSceneName = "untitled"
else:
- povSceneName = scene.pov_scene_name
+ povSceneName = scene.pov.scene_name
if os.path.isfile(povSceneName):
povSceneName = os.path.basename(povSceneName)
povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
@@ -1828,7 +2073,8 @@ class PovrayRender(bpy.types.RenderEngine):
povPath = os.path.join(povPath, povSceneName)
povPath = os.path.realpath(povPath)
- # renderImagePath = renderImagePath + "\\" + povSceneName # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
+ # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
+ # renderImagePath = renderImagePath + "\\" + povSceneName
renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
# renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
@@ -1893,8 +2139,10 @@ class PovrayRender(bpy.types.RenderEngine):
continue
data += t_data
- # XXX This is working for UNIX, not sure whether it might need adjustments for other OSs
- t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r') # First replace is for windows
+ # XXX This is working for UNIX, not sure whether it might need adjustments for
+ # other OSs
+ # First replace is for windows
+ t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
lines = t_data.split('\\n')
last_line += lines[0]
lines[0] = last_line
@@ -1925,16 +2173,17 @@ class PovrayRender(bpy.types.RenderEngine):
# print("***POV UPDATING IMAGE***")
result = self.begin_result(0, 0, x, y)
- #result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin) # XXX, test for border render.
- #result = self.begin_result(0, 0, xmax - xmin, ymax - ymin) # XXX, test for border render.
+ # XXX, tests for border render.
+ #result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
+ #result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
lay = result.layers[0]
# This assumes the file has been fully written We wait a bit, just in case!
time.sleep(self.DELAY)
try:
lay.load_from_file(self._temp_file_out)
- #lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
- #lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
+ # XXX, tests for border render.
+ #lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
print("***POV ERROR WHILE READING OUTPUT FILE***")
@@ -1944,8 +2193,9 @@ class PovrayRender(bpy.types.RenderEngine):
# # possible the image wont load early on.
# try:
# lay.load_from_file(self._temp_file_out)
-# #lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
-# #lay.load_from_file(self._temp_file_out, xmin, ymin) # XXX, test for border render.
+# # XXX, tests for border render.
+# #lay.load_from_file(self._temp_file_out, xmin, ymin)
+# #lay.load_from_file(self._temp_file_out, xmin, ymin)
# except RuntimeError:
# pass
@@ -1990,5 +2240,5 @@ class PovrayRender(bpy.types.RenderEngine):
self.update_stats("", "")
- if scene.pov_tempfiles_enable or scene.pov_deletefiles_enable:
+ if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
self._cleanup()
diff --git a/render_povray/ui.py b/render_povray/ui.py
index 2440409f..9335e004 100644
--- a/render_povray/ui.py
+++ b/render_povray/ui.py
@@ -171,42 +171,42 @@ class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
rd = scene.render
- layout.active = scene.pov_max_trace_level
+ layout.active = scene.pov.max_trace_level
split = layout.split()
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_tempfiles_enable", text="OS Tempfiles")
- if not scene.pov_tempfiles_enable:
+ col.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
+ if not scene.pov.tempfiles_enable:
col = split.column()
- col.prop(scene, "pov_deletefiles_enable", text="Delete files")
+ col.prop(scene.pov, "deletefiles_enable", text="Delete files")
else:
col = split.column()
split = layout.split()
- if not scene.pov_tempfiles_enable:
+ if not scene.pov.tempfiles_enable:
col = split.column()
- col.prop(scene, "pov_scene_name", text="Name")
+ col.prop(scene.pov, "scene_name", text="Name")
split = layout.split()
col = split.column()
- col.prop(scene, "pov_scene_path", text="Path to files")
- #col.prop(scene, "pov_scene_path", text="Path to POV-file")
+ col.prop(scene.pov, "scene_path", text="Path to files")
+ #col.prop(scene.pov, "scene_path", text="Path to POV-file")
split = layout.split()
#col = split.column() # Bug in POV-Ray RC3
- #col.prop(scene, "pov_renderimage_path", text="Path to image")
+ #col.prop(scene.pov, "renderimage_path", text="Path to image")
#split = layout.split()
col = split.column()
- col.prop(scene, "pov_indentation_character", text="Indent")
+ col.prop(scene.pov, "indentation_character", text="Indent")
col = split.column()
- if scene.pov_indentation_character == "2":
- col.prop(scene, "pov_indentation_spaces", text="Spaces")
+ if scene.pov.indentation_character == "2":
+ col.prop(scene.pov, "indentation_spaces", text="Spaces")
row = layout.row()
- row.prop(scene, "pov_comments_enable", text="Comments")
- row.prop(scene, "pov_list_lf_enable", text="Line breaks in lists")
+ row.prop(scene.pov, "comments_enable", text="Comments")
+ row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
@@ -219,26 +219,26 @@ class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
rd = scene.render
- layout.active = scene.pov_max_trace_level
+ layout.active = scene.pov.max_trace_level
split = layout.split()
col = split.column()
col.label(text="Global Settings")
- col.prop(scene, "pov_max_trace_level", text="Ray Depth")
+ col.prop(scene.pov, "max_trace_level", text="Ray Depth")
col.label(text="Global Photons")
- col.prop(scene, "pov_photon_max_trace_level", text="Photon Depth")
+ col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
split = layout.split()
col = split.column()
- col.prop(scene, "pov_photon_spacing", text="Spacing")
- col.prop(scene, "pov_photon_gather_min")
+ col.prop(scene.pov, "photon_spacing", text="Spacing")
+ col.prop(scene.pov, "photon_gather_min")
col = split.column()
- col.prop(scene, "pov_photon_adc_bailout", text="Photon ADC")
- col.prop(scene, "pov_photon_gather_max")
+ col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
+ col.prop(scene.pov, "photon_gather_max")
class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
@@ -248,7 +248,7 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
scene = context.scene
- self.layout.prop(scene, "pov_antialias_enable", text="")
+ self.layout.prop(scene.pov, "antialias_enable", text="")
def draw(self, context):
layout = self.layout
@@ -256,25 +256,25 @@ class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
rd = scene.render
- layout.active = scene.pov_antialias_enable
+ layout.active = scene.pov.antialias_enable
row = layout.row()
- row.prop(scene, "pov_antialias_method", text="")
- row.prop(scene, "pov_jitter_enable", text="Jitter")
+ row.prop(scene.pov, "antialias_method", text="")
+ row.prop(scene.pov, "jitter_enable", text="Jitter")
split = layout.split()
col = split.column()
- col.prop(scene, "pov_antialias_depth", text="AA Depth")
+ col.prop(scene.pov, "antialias_depth", text="AA Depth")
sub = split.column()
- sub.prop(scene, "pov_jitter_amount", text="Jitter Amount")
- if scene.pov_jitter_enable:
+ sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
+ if scene.pov.jitter_enable:
sub.enabled = True
else:
sub.enabled = False
row = layout.row()
- row.prop(scene, "pov_antialias_threshold", text="AA Threshold")
- row.prop(scene, "pov_antialias_gamma", text="AA Gamma")
+ row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
+ row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
@@ -284,7 +284,7 @@ class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
scene = context.scene
- self.layout.prop(scene, "pov_radio_enable", text="")
+ self.layout.prop(scene.pov, "radio_enable", text="")
def draw(self, context):
layout = self.layout
@@ -292,41 +292,41 @@ class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
rd = scene.render
- layout.active = scene.pov_radio_enable
+ layout.active = scene.pov.radio_enable
split = layout.split()
col = split.column()
- col.prop(scene, "pov_radio_count", text="Rays")
- col.prop(scene, "pov_radio_recursion_limit", text="Recursions")
+ col.prop(scene.pov, "radio_count", text="Rays")
+ col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
- split.prop(scene, "pov_radio_error_bound", text="Error Bound")
+ split.prop(scene.pov, "radio_error_bound", text="Error Bound")
- layout.prop(scene, "pov_radio_display_advanced")
+ layout.prop(scene.pov, "radio_display_advanced")
- if scene.pov_radio_display_advanced:
+ if scene.pov.radio_display_advanced:
split = layout.split()
col = split.column()
- col.prop(scene, "pov_radio_adc_bailout", slider=True)
- col.prop(scene, "pov_radio_gray_threshold", slider=True)
- col.prop(scene, "pov_radio_low_error_factor", slider=True)
- col.prop(scene, "pov_radio_pretrace_start", slider=True)
+ col.prop(scene.pov, "radio_adc_bailout", slider=True)
+ col.prop(scene.pov, "radio_gray_threshold", slider=True)
+ col.prop(scene.pov, "radio_low_error_factor", slider=True)
+ col.prop(scene.pov, "radio_pretrace_start", slider=True)
col = split.column()
- col.prop(scene, "pov_radio_brightness")
- col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse")
- col.prop(scene, "pov_radio_nearest_count")
- col.prop(scene, "pov_radio_pretrace_end", slider=True)
+ col.prop(scene.pov, "radio_brightness")
+ col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
+ col.prop(scene.pov, "radio_nearest_count")
+ col.prop(scene.pov, "radio_pretrace_end", slider=True)
split = layout.split()
col = split.column()
col.label(text="Estimation Influence:")
- col.prop(scene, "pov_radio_media")
- col.prop(scene, "pov_radio_normal")
+ col.prop(scene.pov, "radio_media")
+ col.prop(scene.pov, "radio_normal")
- split.prop(scene, "pov_radio_always_sample")
+ split.prop(scene.pov, "radio_always_sample")
class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
@@ -336,7 +336,7 @@ class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
scene = context.scene
- self.layout.prop(scene, "pov_media_enable", text="")
+ self.layout.prop(scene.pov, "media_enable", text="")
def draw(self, context):
layout = self.layout
@@ -344,11 +344,11 @@ class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
scene = context.scene
rd = scene.render
- layout.active = scene.pov_media_enable
+ layout.active = scene.pov.media_enable
row = layout.row()
- row.prop(scene, "pov_media_samples", text="Samples")
- row.prop(scene, "pov_media_color", text="")
+ row.prop(scene.pov, "media_samples", text="Samples")
+ row.prop(scene.pov, "media_color", text="")
##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
## bl_label = "Baking"
@@ -357,7 +357,7 @@ class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
## def draw_header(self, context):
## scene = context.scene
##
-## self.layout.prop(scene, "pov_baking_enable", text="")
+## self.layout.prop(scene.pov, "baking_enable", text="")
##
## def draw(self, context):
## layout = self.layout
@@ -365,7 +365,7 @@ class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
## scene = context.scene
## rd = scene.render
##
-## layout.active = scene.pov_baking_enable
+## layout.active = scene.pov.baking_enable
class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
@@ -375,15 +375,15 @@ class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
scene = context.material
- self.layout.prop(scene, "pov_mirror_use_IOR", text="")
+ self.layout.prop(scene.pov, "mirror_use_IOR", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- layout.active = mat.pov_mirror_use_IOR
+ layout.active = mat.pov.mirror_use_IOR
- if mat.pov_mirror_use_IOR:
+ if mat.pov.mirror_use_IOR:
split = layout.split()
col = split.column()
row = col.row()
@@ -401,13 +401,13 @@ class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
scene = context.material
- self.layout.prop(scene, "pov_mirror_metallic", text="")
+ self.layout.prop(scene.pov, "mirror_metallic", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- layout.active = mat.pov_mirror_metallic
+ layout.active = mat.pov.mirror_metallic
class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
@@ -417,13 +417,13 @@ class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = context.material
- self.layout.prop(mat, "pov_interior_fade_color", text="")
+ self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- #layout.active = mat.pov_interior_fade_color
+ #layout.active = mat.pov.interior_fade_color
class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
@@ -433,13 +433,13 @@ class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = context.material
- self.layout.prop(mat, "pov_conserve_energy", text="")
+ self.layout.prop(mat.pov, "conserve_energy", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- layout.active = mat.pov_conserve_energy
+ layout.active = mat.pov.conserve_energy
class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
@@ -449,21 +449,21 @@ class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = context.material
- self.layout.prop(mat, "pov_irid_enable", text="")
+ self.layout.prop(mat.pov, "irid_enable", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- layout.active = mat.pov_irid_enable
+ layout.active = mat.pov.irid_enable
- if mat.pov_irid_enable:
+ if mat.pov.irid_enable:
split = layout.split()
col = split.column()
- col.prop(mat, "pov_irid_amount", slider=True)
- col.prop(mat, "pov_irid_thickness", slider=True)
- col.prop(mat, "pov_irid_turbulence", slider=True)
+ col.prop(mat.pov, "irid_amount", slider=True)
+ col.prop(mat.pov, "irid_thickness", slider=True)
+ col.prop(mat.pov, "irid_turbulence", slider=True)
class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
@@ -473,28 +473,28 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = context.material
- self.layout.prop(mat, "pov_caustics_enable", text="")
+ self.layout.prop(mat.pov, "caustics_enable", text="")
def draw(self, context):
layout = self.layout
mat = context.material
- layout.active = mat.pov_caustics_enable
+ layout.active = mat.pov.caustics_enable
- if mat.pov_caustics_enable:
+ if mat.pov.caustics_enable:
split = layout.split()
col = split.column()
- col.prop(mat, "pov_refraction_type")
+ col.prop(mat.pov, "refraction_type")
- if mat.pov_refraction_type == "1":
- col.prop(mat, "pov_fake_caustics_power", slider=True)
- elif mat.pov_refraction_type == "2":
- col.prop(mat, "pov_photons_dispersion", slider=True)
- col.prop(mat, "pov_photons_reflection")
+ if mat.pov.refraction_type == "1":
+ col.prop(mat.pov, "fake_caustics_power", slider=True)
+ elif mat.pov.refraction_type == "2":
+ col.prop(mat.pov, "photons_dispersion", slider=True)
+ col.prop(mat.pov, "photons_reflection")
- if mat.pov_refraction_type == "0" and not mat.pov_photons_reflection:
+ if mat.pov.refraction_type == "0" and not mat.pov.photons_reflection:
split = layout.split()
col = split.column()
row = col.row()
@@ -516,7 +516,7 @@ class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel)
col = layout.column()
col.label(text="Replace properties with:")
- col.prop(mat, "pov_replacement_text", text="")
+ col.prop(mat.pov, "replacement_text", text="")
class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
@@ -526,15 +526,15 @@ class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
tex = context.texture
- self.layout.prop(tex, "pov_tex_gamma_enable", text="")
+ self.layout.prop(tex.pov, "tex_gamma_enable", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
- layout.active = tex.pov_tex_gamma_enable
- layout.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
+ layout.active = tex.pov.tex_gamma_enable
+ layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.Panel):
@@ -548,7 +548,7 @@ class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.Panel):
col = layout.column()
col.label(text="Replace properties with:")
- col.prop(tex, "pov_replacement_text", text="")
+ col.prop(tex.pov, "replacement_text", text="")
class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
@@ -560,13 +560,13 @@ class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
obj = context.object
- layout.active = obj.pov_importance_value
+ layout.active = obj.pov.importance_value
col = layout.column()
col.label(text="Radiosity:")
- col.prop(obj, "pov_importance_value", text="Importance")
+ col.prop(obj.pov, "importance_value", text="Importance")
col.label(text="Photons:")
- col.prop(obj, "pov_collect_photons", text="Receive Photon Caustics")
+ col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics")
class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.Panel):
@@ -580,7 +580,7 @@ class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.Panel):
col = layout.column()
col.label(text="Replace properties with:")
- col.prop(obj, "pov_replacement_text", text="")
+ col.prop(obj.pov, "replacement_text", text="")
class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
@@ -590,26 +590,26 @@ class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
cam = context.camera
- self.layout.prop(cam, "pov_dof_enable", text="")
+ self.layout.prop(cam.pov, "dof_enable", text="")
def draw(self, context):
layout = self.layout
cam = context.camera
- layout.active = cam.pov_dof_enable
+ layout.active = cam.pov.dof_enable
- layout.prop(cam, "pov_dof_aperture")
+ layout.prop(cam.pov, "dof_aperture")
split = layout.split()
col = split.column()
- col.prop(cam, "pov_dof_samples_min")
- col.prop(cam, "pov_dof_variance")
+ col.prop(cam.pov, "dof_samples_min")
+ col.prop(cam.pov, "dof_variance")
col = split.column()
- col.prop(cam, "pov_dof_samples_max")
- col.prop(cam, "pov_dof_confidence")
+ col.prop(cam.pov, "dof_samples_max")
+ col.prop(cam.pov, "dof_confidence")
class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel):
@@ -623,7 +623,7 @@ class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel)
col = layout.column()
col.label(text="Replace properties with:")
- col.prop(cam, "pov_replacement_text", text="")
+ col.prop(cam.pov, "replacement_text", text="")
class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
@@ -635,4 +635,4 @@ class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
text = context.space_data.text
if text:
- layout.prop(text, "pov_custom_code", text="Add as POV code")
+ layout.prop(text.pov, "custom_code", text="Add as POV code")
diff --git a/render_povray/update_files.py b/render_povray/update_files.py
new file mode 100644
index 00000000..89d1b60d
--- /dev/null
+++ b/render_povray/update_files.py
@@ -0,0 +1,596 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+
+
+import bpy
+from bpy.props import StringProperty, BoolProperty, IntProperty, FloatProperty, \
+ FloatVectorProperty, EnumProperty
+
+
+def update2_0_0_9():
+ # Temporally register old props, so we can access their values.
+ register()
+
+ # Mapping old names → old default values
+ # XXX We could also store the new name, but as it is just the same without leading pov_ …
+ # Get default values of pov scene props.
+ old_sce_props = {}
+ for k in ["pov_tempfiles_enable", "pov_deletefiles_enable", "pov_scene_name", "pov_scene_path",
+ "pov_renderimage_path", "pov_list_lf_enable", "pov_radio_enable",
+ "pov_radio_display_advanced", "pov_media_enable", "pov_media_samples", "pov_media_color",
+ "pov_baking_enable", "pov_indentation_character", "pov_indentation_spaces",
+ "pov_comments_enable", "pov_command_line_switches", "pov_antialias_enable",
+ "pov_antialias_method", "pov_antialias_depth", "pov_antialias_threshold",
+ "pov_jitter_enable", "pov_jitter_amount", "pov_antialias_gamma", "pov_max_trace_level",
+ "pov_photon_spacing", "pov_photon_max_trace_level", "pov_photon_adc_bailout",
+ "pov_photon_gather_min", "pov_photon_gather_max", "pov_radio_adc_bailout",
+ "pov_radio_always_sample", "pov_radio_brightness", "pov_radio_count",
+ "pov_radio_error_bound", "pov_radio_gray_threshold", "pov_radio_low_error_factor",
+ "pov_radio_media", "pov_radio_minimum_reuse", "pov_radio_nearest_count",
+ "pov_radio_normal", "pov_radio_recursion_limit", "pov_radio_pretrace_start",
+ "pov_radio_pretrace_end"]:
+ old_sce_props[k] = getattr(bpy.types.Scene, k)[1].get('default', None)
+
+ # Get default values of pov material props.
+ old_mat_props = {}
+ for k in ["pov_irid_enable", "pov_mirror_use_IOR", "pov_mirror_metallic", "pov_conserve_energy",
+ "pov_irid_amount", "pov_irid_thickness", "pov_irid_turbulence", "pov_interior_fade_color",
+ "pov_caustics_enable", "pov_fake_caustics", "pov_fake_caustics_power",
+ "pov_photons_refraction", "pov_photons_dispersion", "pov_photons_reflection",
+ "pov_refraction_type", "pov_replacement_text"]:
+ old_mat_props[k] = getattr(bpy.types.Material, k)[1].get('default', None)
+
+ # Get default values of pov texture props.
+ old_tex_props = {}
+ for k in ["pov_tex_gamma_enable", "pov_tex_gamma_value", "pov_replacement_text"]:
+ old_tex_props[k] = getattr(bpy.types.Texture, k)[1].get('default', None)
+
+ # Get default values of pov object props.
+ old_obj_props = {}
+ for k in ["pov_importance_value", "pov_collect_photons", "pov_replacement_text"]:
+ old_obj_props[k] = getattr(bpy.types.Object, k)[1].get('default', None)
+
+ # Get default values of pov camera props.
+ old_cam_props = {}
+ for k in ["pov_dof_enable", "pov_dof_aperture", "pov_dof_samples_min", "pov_dof_samples_max",
+ "pov_dof_variance", "pov_dof_confidence", "pov_replacement_text"]:
+ old_cam_props[k] = getattr(bpy.types.Camera, k)[1].get('default', None)
+
+ # Get default values of pov text props.
+ old_txt_props = {}
+ for k in ["pov_custom_code"]:
+ old_txt_props[k] = getattr(bpy.types.Text, k)[1].get('default', None)
+
+ ################################################################################################
+ # Now, update !
+ # For each old pov property of each scene, if its value is not equal to the default one,
+ # copy it to relevant new prop…
+ for sce in bpy.data.scenes:
+ for k, d in old_sce_props.items():
+ val = getattr(sce, k, d)
+ if val != d:
+ setattr(sce.pov, k[4:], val)
+ # The same goes for materials, textures, etc.
+ for mat in bpy.data.materials:
+ for k, d in old_mat_props.items():
+ val = getattr(mat, k, d)
+ if val != d:
+ setattr(mat.pov, k[4:], val)
+ for tex in bpy.data.textures:
+ for k, d in old_tex_props.items():
+ val = getattr(tex, k, d)
+ if val != d:
+ setattr(tex.pov, k[4:], val)
+ for obj in bpy.data.objects:
+ for k, d in old_obj_props.items():
+ val = getattr(obj, k, d)
+ if val != d:
+ setattr(obj.pov, k[4:], val)
+ for cam in bpy.data.cameras:
+ for k, d in old_cam_props.items():
+ val = getattr(cam, k, d)
+ if val != d:
+ setattr(cam.pov, k[4:], val)
+ for txt in bpy.data.texts:
+ for k, d in old_txt_props.items():
+ val = getattr(txt, k, d)
+ if val != d:
+ setattr(txt.pov, k[4:], val)
+ # Finally, unregister old props !
+ unregister()
+
+
+class RenderCopySettings(bpy.types.Operator):
+ '''
+ Update old POV properties to new ones.
+ '''
+ bl_idname = "scene.pov_update_properties"
+ bl_label = "PovRay render: Update to script v0.0.9"
+ bl_option = {'REGISTER'}
+
+ @classmethod
+ def poll(cls, context):
+ return True
+
+ def execute(self, context):
+ update2_0_0_9()
+ return {'FINISHED'}
+
+
+def register():
+ Scene = bpy.types.Scene
+ Mat = bpy.types.Material
+ Tex = bpy.types.Texture
+ Obj = bpy.types.Object
+ Cam = bpy.types.Camera
+ Text = bpy.types.Text
+ ###########################SCENE##################################
+
+ # File Options
+ Scene.pov_tempfiles_enable = BoolProperty(
+ name="Enable Tempfiles",
+ description="Enable the OS-Tempfiles. Otherwise set the path where to save the files.",
+ default=True)
+ Scene.pov_deletefiles_enable = BoolProperty(
+ name="Delete files",
+ description="Delete files after rendering. Doesn't work with the image.",
+ default=True)
+ Scene.pov_scene_name = StringProperty(
+ name="Scene Name",
+ description="Name of POV-Ray scene to create. Empty name will use the name of the blend file.",
+ default="", maxlen=1024)
+ Scene.pov_scene_path = StringProperty(
+ name="Export scene path",
+ # description="Path to directory where the exported scene (POV and INI) is created", # Bug in POV-Ray RC3
+ description="Path to directory where the files are created",
+ default="", maxlen=1024, subtype="DIR_PATH")
+ Scene.pov_renderimage_path = StringProperty(
+ name="Rendered image path",
+ description="Full path to directory where the rendered image is saved.",
+ default="", maxlen=1024, subtype="DIR_PATH")
+ Scene.pov_list_lf_enable = BoolProperty(
+ name="LF in lists",
+ description="Enable line breaks in lists (vectors and indices). Disabled: lists are exported in one line.",
+ default=True)
+
+ # Not a real pov option, just to know if we should write
+ Scene.pov_radio_enable = BoolProperty(
+ name="Enable Radiosity",
+ description="Enable POV-Rays radiosity calculation",
+ default=False)
+ Scene.pov_radio_display_advanced = BoolProperty(
+ name="Advanced Options",
+ description="Show advanced options",
+ default=False)
+ Scene.pov_media_enable = BoolProperty(
+ name="Enable Media",
+ description="Enable POV-Rays atmospheric media",
+ default=False)
+ Scene.pov_media_samples = IntProperty(
+ name="Samples", description="Number of samples taken from camera to first object encountered along ray path for media calculation",
+ min=1, max=100, default=35)
+
+ Scene.pov_media_color = FloatVectorProperty(
+ name="Media Color",
+ description="The atmospheric media color.",
+ subtype='COLOR',
+ precision=4,
+ step=0.01,
+ min=0,
+ soft_max=1,
+ default=(0.001, 0.001, 0.001),
+ options={'ANIMATABLE'})
+
+ Scene.pov_baking_enable = BoolProperty(
+ name="Enable Baking",
+ description="Enable POV-Rays texture baking",
+ default=False)
+ Scene.pov_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")
+ Scene.pov_indentation_spaces = IntProperty(
+ name="Quantity of spaces",
+ description="The number of spaces for indentation",
+ min=1, max=10, default=4)
+
+ Scene.pov_comments_enable = BoolProperty(
+ name="Enable Comments",
+ description="Add comments to pov file",
+ default=True)
+
+ # Real pov options
+ 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)
+
+ 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_photon_spacing = FloatProperty(
+ name="Spacing", 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)
+
+ Scene.pov_photon_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_photon_adc_bailout = FloatProperty(
+ name="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)
+
+ Scene.pov_photon_gather_min = IntProperty(
+ name="Gather Min", description="Minimum number of photons gathered for each point",
+ min=1, max=256, default=20)
+
+ Scene.pov_photon_gather_max = IntProperty(
+ name="Gather Max", description="Maximum number of photons gathered for each point",
+ min=1, max=256, default=100)
+
+ 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)
+
+ Scene.pov_radio_always_sample = BoolProperty(
+ name="Always Sample", description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
+ default=True)
+
+ Scene.pov_radio_brightness = FloatProperty(
+ name="Brightness", 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)
+
+ Scene.pov_radio_count = IntProperty(
+ name="Ray Count", 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)
+
+ Scene.pov_radio_error_bound = FloatProperty(
+ name="Error Bound", 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)
+
+ Scene.pov_radio_gray_threshold = FloatProperty(
+ name="Gray Threshold", 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)
+
+ Scene.pov_radio_low_error_factor = FloatProperty(
+ name="Low Error Factor", 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)
+
+ # max_sample - not available yet
+ Scene.pov_radio_media = BoolProperty(
+ name="Media", description="Radiosity estimation can be affected by media",
+ default=False)
+
+ Scene.pov_radio_minimum_reuse = FloatProperty(
+ name="Minimum 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)
+
+ Scene.pov_radio_nearest_count = IntProperty(
+ name="Nearest Count", description="Number of old ambient values blended together to create a new interpolated value",
+ min=1, max=20, default=5)
+
+ Scene.pov_radio_normal = BoolProperty(
+ name="Normals", description="Radiosity estimation can be affected by normals",
+ default=False)
+
+ Scene.pov_radio_recursion_limit = IntProperty(
+ name="Recursion Limit", description="how many recursion levels are used to calculate the diffuse inter-reflection",
+ min=1, max=20, default=3)
+
+ Scene.pov_radio_pretrace_start = FloatProperty(
+ name="Pretrace Start", 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)
+
+ Scene.pov_radio_pretrace_end = FloatProperty(
+ name="Pretrace End", 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)
+
+ #############################MATERIAL######################################
+
+ 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)
+
+ Mat.pov_mirror_use_IOR = BoolProperty(
+ name="Correct Reflection",
+ description="Use same IOR as raytrace transparency to calculate mirror reflections. More physically correct",
+ default=False)
+
+ Mat.pov_mirror_metallic = BoolProperty(
+ name="Metallic Reflection",
+ description="mirror reflections get colored as diffuse (for metallic materials)",
+ default=False)
+
+ Mat.pov_conserve_energy = BoolProperty(
+ name="Conserve Energy",
+ description="Light transmitted is more correctly reduced by mirror reflections, also the sum of diffuse and translucency gets reduced below one ",
+ default=True)
+
+ Mat.pov_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 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)
+
+ Mat.pov_irid_thickness = FloatProperty(
+ name="thickness",
+ 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)
+
+ Mat.pov_irid_turbulence = FloatProperty(
+ name="turbulence",
+ description="This parameter varies the thickness.",
+ min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)
+
+ Mat.pov_interior_fade_color = FloatVectorProperty(
+ name="Fade Color",
+ description="Color of filtered attenuation for transparent materials",
+ subtype='COLOR',
+ precision=4,
+ step=0.01,
+ min=0.0,
+ soft_max=1.0,
+ default=(0, 0, 0),
+ options={'ANIMATABLE'})
+
+ Mat.pov_caustics_enable = BoolProperty(
+ name="Caustics",
+ description="use only fake refractive caustics (default) or photon based reflective/refractive caustics",
+ default=True)
+
+ Mat.pov_fake_caustics = BoolProperty(
+ name="Fake Caustics",
+ description="use only (Fast) fake refractive caustics",
+ default=True)
+
+ Mat.pov_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 tighter, smaller simulated focal points",
+ min=0.00, max=10.0, soft_min=0.00, soft_max=1.10, default=0.1)
+
+ Mat.pov_photons_refraction = BoolProperty(
+ name="Refractive Photon Caustics",
+ description="more physically correct",
+ default=False)
+
+ Mat.pov_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 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)
+
+ Mat.pov_photons_reflection = BoolProperty(
+ name="Reflective Photon Caustics",
+ description="Use this to make your Sauron's ring ;-P",
+ 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"),
+ ],
+ name="Refractive",
+ description="use fake caustics (fast) or true photons for refractive Caustics",
+ default="1")
+ ##################################CustomPOV Code############################
+ Mat.pov_replacement_text = StringProperty(
+ name="Declared name:",
+ description="Type the declared name in custom POV code or an external .inc it points at. texture {} expected",
+ default="")
+
+ #Only DUMMIES below for now:
+ Tex.pov_replacement_text = StringProperty(
+ name="Declared name:",
+ description="Type the declared name in custom POV code or an external .inc it points at. pigment {} expected",
+ default="")
+
+ Obj.pov_replacement_text = StringProperty(
+ name="Declared name:",
+ description="Type the declared name in custom POV code or an external .inc it points at. Any POV shape expected e.g: isosurface {}",
+ default="")
+
+ Cam.pov_replacement_text = StringProperty(
+ name="Texts in blend file",
+ description="Type the declared name in custom POV code or an external .inc it points at. camera {} expected",
+ default="")
+ ##############################TEXTURE######################################
+
+ #Custom texture gamma
+ 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)",
+ default=False)
+
+ Tex.pov_tex_gamma_value = FloatProperty(
+ name="Custom texture gamma",
+ description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
+ min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)
+
+ #################################OBJECT####################################
+
+ #Importance sampling
+ Obj.pov_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 bright objects",
+ min=0.01, max=1.00, default=1.00)
+
+ #Collect photons
+ Obj.pov_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 that generate caustics often don't need to show any on themselves) ",
+ default=True)
+
+ ##################################CAMERA###################################
+
+ #DOF Toggle
+ Cam.pov_dof_enable = BoolProperty(
+ name="Depth Of Field",
+ description="Enable POV-Ray Depth Of Field ",
+ default=True)
+
+ #Aperture (Intensity of the Blur)
+ Cam.pov_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).Increase to get more blur",
+ min=0.01, max=1.00, default=0.25)
+
+ #Aperture adaptive sampling
+ Cam.pov_dof_samples_min = IntProperty(
+ name="Samples Min",
+ description="Minimum number of rays to use for each pixel",
+ min=1, max=128, default=96)
+
+ Cam.pov_dof_samples_max = IntProperty(
+ name="Samples Max",
+ description="Maximum number of rays to use for each pixel",
+ min=1, max=128, default=128)
+
+ Cam.pov_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 be in the range of the smallest displayable color difference",
+ min=1, max=100000, soft_max=10000, default=256)
+
+ Cam.pov_dof_confidence = FloatProperty(
+ name="Confidence",
+ 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)
+
+ ###################################TEXT####################################
+
+ Text.pov_custom_code = BoolProperty(
+ name="Custom Code",
+ description="Add this text at the top of the exported POV-Ray file",
+ default=False)
+
+
+def unregister():
+ Scene = bpy.types.Scene
+ Mat = bpy.types.Material
+ Tex = bpy.types.Texture
+ Obj = bpy.types.Object
+ Cam = bpy.types.Camera
+ Text = bpy.types.Text
+ del Scene.pov_tempfiles_enable # CR
+ del Scene.pov_scene_name # CR
+ del Scene.pov_deletefiles_enable # CR
+ del Scene.pov_scene_path # CR
+ del Scene.pov_renderimage_path # CR
+ del Scene.pov_list_lf_enable # CR
+ del Scene.pov_radio_enable
+ del Scene.pov_radio_display_advanced
+ del Scene.pov_radio_adc_bailout
+ del Scene.pov_radio_always_sample
+ del Scene.pov_radio_brightness
+ del Scene.pov_radio_count
+ del Scene.pov_radio_error_bound
+ del Scene.pov_radio_gray_threshold
+ del Scene.pov_radio_low_error_factor
+ del Scene.pov_radio_media
+ del Scene.pov_radio_minimum_reuse
+ 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_photon_spacing # MR
+ del Scene.pov_photon_max_trace_level # MR
+ del Scene.pov_photon_adc_bailout # MR
+ del Scene.pov_photon_gather_min # MR
+ del Scene.pov_photon_gather_max # MR
+ del Scene.pov_antialias_enable # 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
+ del Scene.pov_jitter_enable # CR
+ del Scene.pov_jitter_amount # CR
+ del Scene.pov_command_line_switches # CR
+ 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_interior_fade_color # 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 Mat.pov_replacement_text # MR
+ del Tex.pov_tex_gamma_enable # MR
+ del Tex.pov_tex_gamma_value # MR
+ del Tex.pov_replacement_text # MR
+ del Obj.pov_importance_value # MR
+ del Obj.pov_collect_photons # MR
+ del Obj.pov_replacement_text # MR
+ del Cam.pov_dof_enable # MR
+ del Cam.pov_dof_aperture # MR
+ del Cam.pov_dof_samples_min # MR
+ del Cam.pov_dof_samples_max # MR
+ del Cam.pov_dof_variance # MR
+ del Cam.pov_dof_confidence # MR
+ del Cam.pov_replacement_text # MR
+ del Text.pov_custom_code # MR