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+# ##### 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>
+
+bl_info = {
+ "name": "POV-Ray 3.7",
+ "author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, Constantin Rahn, Bastien Montagne",
+ "version": (0, 0, 9),
+ "blender": (2, 5, 7),
+ "api": 35622,
+ "location": "Render > Engine > POV-Ray 3.7",
+ "description": "Basic POV-Ray 3.7 integration for blender",
+ "warning": "both POV-Ray 3.7 and this script are beta",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
+ "Scripts/Render/PovRay",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"\
+ "func=detail&aid=23145",
+ "category": "Render"}
+
+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, PointerProperty
+ from . import ui
+ from . import render
+ from . import update_files
+
+
+###############################################################################
+# Scene POV properties.
+###############################################################################
+class RenderPovSettingsScene(bpy.types.PropertyGroup):
+ # File Options
+ tempfiles_enable = BoolProperty(
+ name="Enable Tempfiles",
+ description="Enable the OS-Tempfiles. Otherwise set the path where to save the files.",
+ default=True)
+ deletefiles_enable = BoolProperty(
+ name="Delete files",
+ description="Delete files after rendering. Doesn't work with the image.",
+ default=True)
+ 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_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")
+ renderimage_path = StringProperty(
+ name="Rendered image path",
+ description="Full path to directory where the rendered image is saved.",
+ default="", maxlen=1024, subtype="DIR_PATH")
+ 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
+ radio_enable = BoolProperty(
+ name="Enable Radiosity",
+ description="Enable POV-Rays radiosity calculation",
+ default=False)
+ radio_display_advanced = BoolProperty(
+ name="Advanced Options",
+ description="Show advanced options",
+ default=False)
+ media_enable = BoolProperty(
+ name="Enable Media",
+ description="Enable POV-Rays atmospheric media",
+ default=False)
+ 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)
+
+ 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)
+ 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")
+ indentation_spaces = IntProperty(
+ name="Quantity of spaces",
+ description="The number of spaces for indentation",
+ min=1, max=10, default=4)
+
+ comments_enable = BoolProperty(
+ name="Enable Comments",
+ description="Add comments to pov file",
+ default=True)
+
+ # Real pov options
+ 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)
+
+ antialias_enable = BoolProperty(
+ name="Anti-Alias", description="Enable Anti-Aliasing",
+ default=True)
+
+ 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")
+
+ antialias_depth = IntProperty(
+ name="Antialias Depth", description="Depth of pixel for sampling",
+ min=1, max=9, default=3)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ max_trace_level = IntProperty(
+ name="Max Trace Level",
+ description="Number of reflections/refractions allowed on ray path",
+ min=1, max=256, default=5)
+
+ 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)
+
+ photon_max_trace_level = IntProperty(
+ name="Max Trace Level",
+ description="Number of reflections/refractions allowed on ray path",
+ min=1, max=256, default=5)
+
+ 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)
+
+ photon_gather_min = IntProperty(
+ name="Gather Min", description="Minimum number of photons gathered for each point",
+ min=1, max=256, default=20)
+
+ photon_gather_max = IntProperty(
+ name="Gather Max", description="Maximum number of photons gathered for each point",
+ min=1, max=256, default=100)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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
+ radio_media = BoolProperty(
+ name="Media", description="Radiosity estimation can be affected by media",
+ default=False)
+
+ 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)
+
+ 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)
+
+ radio_normal = BoolProperty(
+ name="Normals", description="Radiosity estimation can be affected by normals",
+ default=False)
+
+ 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)
+
+ 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)
+
+ 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 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.)",
+ default=False)
+
+ mirror_use_IOR = BoolProperty(
+ name="Correct Reflection",
+ description="Use same IOR as raytrace transparency to calculate mirror reflections. " \
+ "More physically correct",
+ default=False)
+
+ mirror_metallic = BoolProperty(
+ name="Metallic Reflection",
+ description="mirror reflections get colored as diffuse (for metallic materials)",
+ default=False)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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)
+
+ 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",
+ default=True)
+
+ fake_caustics = BoolProperty(
+ name="Fake Caustics", description="use only (Fast) fake refractive caustics",
+ default=True)
+
+ 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)
+
+ photons_refraction = BoolProperty(
+ name="Refractive Photon Caustics", description="more physically correct",
+ default=False)
+
+ 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)
+
+ photons_dispersion_samples = IntProperty(
+ name="Dispersion Samples", description="Number of color-steps for dispersion",
+ min=2, max=128, default=7)
+
+ photons_reflection = BoolProperty(
+ name="Reflective Photon Caustics",
+ description="Use this to make your Sauron's ring ;-P",
+ default=False)
+
+ 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############################
+ 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="")
+
+
+###############################################################################
+# Texture POV properties.
+###############################################################################
+class RenderPovSettingsTexture(bpy.types.PropertyGroup):
+ #Custom texture gamma
+ tex_gamma_enable = BoolProperty(
+ name="Enable custom texture gamma",
+ description="Notify some custom gamma for which texture has been precorrected " \
+ "without the file format carrying it and only if it differs from your " \
+ "OS expected standard (see pov doc)",
+ default=False)
+
+ 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)
+
+ ##################################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
+ 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
+ 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)
+
+ #Photons spacing_multiplier
+ spacing_multiplier = FloatProperty(
+ name="Photons Spacing Multiplier",
+ description="Multiplier value relative to global spacing of photons. " \
+ "Decrease by half to get 4x more photons at surface of " \
+ "this object (or 8x media photons than specified in the globals",
+ min=0.01, max=1.00, default=1.00)
+
+ ##################################CustomPOV Code############################
+ #Only DUMMIES below for now:
+ 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
+ dof_enable = BoolProperty(
+ name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
+ default=True)
+
+ #Aperture (Intensity of the Blur)
+ dof_aperture = FloatProperty(
+ name="Aperture",
+ description="Similar to a real camera's aperture effect over focal blur (though not " \
+ "in physical units and independant of focal length). " \
+ "Increase to get more blur",
+ min=0.01, max=1.00, default=0.25)
+
+ #Aperture adaptive sampling
+ dof_samples_min = IntProperty(
+ name="Samples Min", description="Minimum number of rays to use for each pixel",
+ min=1, max=128, default=96)
+
+ dof_samples_max = IntProperty(
+ name="Samples Max", description="Maximum number of rays to use for each pixel",
+ min=1, max=128, default=128)
+
+ 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)
+
+ 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)
+
+ ##################################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 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 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__)
+
+ 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()