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Diffstat (limited to 'render_povray/particles.py')
-rw-r--r--render_povray/particles.py278
1 files changed, 278 insertions, 0 deletions
diff --git a/render_povray/particles.py b/render_povray/particles.py
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+++ b/render_povray/particles.py
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+# SPDX-License-Identifier: GPL-2.0-or-later
+
+# <pep8 compliant>
+"""Get some Blender particle objects translated to POV."""
+
+import bpy
+
+import random
+
+
+def pixel_relative_guess(ob):
+ """Convert some object x dimension to a rough pixel relative order of magnitude"""
+ from bpy_extras import object_utils
+
+ scene = bpy.context.scene
+ cam = scene.camera
+ render = scene.render
+ # Get rendered image resolution
+ output_x_res = render.resolution_x
+ focal_length = cam.data.lens
+ # Get object bounding box size
+ object_location = ob.location
+ object_dimension_x = ob.dimensions[0]
+ world_to_camera = object_utils.world_to_camera_view(scene, cam, object_location)
+
+ apparent_size = (object_dimension_x * focal_length) / world_to_camera[2]
+ sensor_width = cam.data.sensor_width
+ pixel_pitch_x = sensor_width / output_x_res
+ return apparent_size / pixel_pitch_x
+
+
+def export_hair(file, ob, mod, p_sys, global_matrix):
+ """Get Blender path particles (hair strands) objects translated to POV sphere_sweep unions."""
+ # tstart = time.time()
+ from .render import write_matrix
+
+ textured_hair = 0
+ depsgraph = bpy.context.evaluated_depsgraph_get()
+ p_sys_settings = p_sys.settings.evaluated_get(depsgraph)
+ if ob.material_slots[p_sys_settings.material - 1].material and ob.active_material is not None:
+ pmaterial = ob.material_slots[p_sys_settings.material - 1].material
+ # XXX Todo: replace by pov_(Particles?)_texture_slot
+ for th in pmaterial.pov_texture_slots:
+ povtex = th.texture # slot.name
+ tex = bpy.data.textures[povtex]
+
+ if (
+ tex
+ and th.use
+ and ((tex.type == "IMAGE" and tex.image) or tex.type != "IMAGE")
+ and th.use_map_color_diffuse
+ ):
+ textured_hair = 1
+ if pmaterial.strand.use_blender_units:
+ strand_start = pmaterial.strand.root_size
+ strand_end = pmaterial.strand.tip_size
+ else:
+ try:
+ # inexact pixel size, just to make radius relative to screen and object size.
+ pixel_fac = pixel_relative_guess(ob)
+ except ZeroDivisionError:
+ # Fallback to hardwired constant value
+ pixel_fac = 4500
+ print("no pixel size found for stand radius, falling back to %i" % pixel_fac)
+
+ strand_start = pmaterial.strand.root_size / pixel_fac
+ strand_end = pmaterial.strand.tip_size / pixel_fac
+ strand_shape = pmaterial.strand.shape
+ else:
+ pmaterial = "default" # No material assigned in blender, use default one
+ strand_start = 0.01
+ strand_end = 0.01
+ strand_shape = 0.0
+ # Set the number of particles to render count rather than 3d view display
+ # p_sys.set_resolution(scene, ob, 'RENDER') # DEPRECATED
+ # When you render, the entire dependency graph will be
+ # evaluated at render resolution, including the particles.
+ # In the viewport it will be at viewport resolution.
+ # So there is no need fo render engines to use this function anymore,
+ # it's automatic now.
+ steps = p_sys_settings.display_step
+ steps = 2**steps # or + 1 # Formerly : len(particle.hair_keys)
+
+ total_number_of_strands = p_sys_settings.count * p_sys_settings.rendered_child_count
+ # hairCounter = 0
+ file.write("#declare HairArray = array[%i] {\n" % total_number_of_strands)
+ for pindex in range(total_number_of_strands):
+
+ # if particle.is_exist and particle.is_visible:
+ # hairCounter += 1
+ # controlPointCounter = 0
+ # Each hair is represented as a separate sphere_sweep in POV-Ray.
+
+ file.write("sphere_sweep{")
+ if p_sys_settings.use_hair_bspline:
+ file.write("b_spline ")
+ file.write(
+ "%i,\n" % (steps + 2)
+ ) # +2 because the first point needs tripling to be more than a handle in POV
+ else:
+ file.write("linear_spline ")
+ file.write("%i,\n" % steps)
+ # changing world coordinates to object local coordinates by
+ # multiplying with inverted matrix
+ init_coord = ob.matrix_world.inverted() @ (p_sys.co_hair(ob, particle_no=pindex, step=0))
+ init_coord = (init_coord[0], init_coord[1], init_coord[2])
+ if (
+ ob.material_slots[p_sys_settings.material - 1].material
+ and ob.active_material is not None
+ ):
+ pmaterial = ob.material_slots[p_sys_settings.material - 1].material
+ for th in pmaterial.pov_texture_slots:
+ povtex = th.texture # slot.name
+ tex = bpy.data.textures[povtex]
+ if tex and th.use and th.use_map_color_diffuse:
+ # treat POV textures as bitmaps
+ if (
+ tex.type == "IMAGE"
+ and tex.image
+ and th.texture_coords == "UV"
+ and ob.data.uv_textures is not None
+ ):
+ # or (
+ # tex.pov.tex_pattern_type != 'emulator'
+ # and th.texture_coords == 'UV'
+ # and ob.data.uv_textures is not None
+ # ):
+ image = tex.image
+ image_width = image.size[0]
+ image_height = image.size[1]
+ image_pixels = image.pixels[:]
+ uv_co = p_sys.uv_on_emitter(mod, p_sys.particles[pindex], pindex, 0)
+ x_co = round(uv_co[0] * (image_width - 1))
+ y_co = round(uv_co[1] * (image_height - 1))
+ pixelnumber = (image_width * y_co) + x_co
+ r = image_pixels[pixelnumber * 4]
+ g = image_pixels[pixelnumber * 4 + 1]
+ b = image_pixels[pixelnumber * 4 + 2]
+ a = image_pixels[pixelnumber * 4 + 3]
+ init_color = (r, g, b, a)
+ else:
+ # only overwrite variable for each competing texture for now
+ init_color = tex.evaluate(init_coord)
+ for step in range(steps):
+ coord = ob.matrix_world.inverted() @ (p_sys.co_hair(ob, particle_no=pindex, step=step))
+ # for controlPoint in particle.hair_keys:
+ if p_sys_settings.clump_factor:
+ hair_strand_diameter = p_sys_settings.clump_factor / 200.0 * random.uniform(0.5, 1)
+ elif step == 0:
+ hair_strand_diameter = strand_start
+ else:
+ # still initialize variable
+ hair_strand_diameter = strand_start
+ if strand_shape == 0.0:
+ fac = step
+ elif strand_shape < 0:
+ fac = pow(step, (1.0 + strand_shape))
+ else:
+ fac = pow(step, (1.0 / (1.0 - strand_shape)))
+ hair_strand_diameter += (
+ fac * (strand_end - strand_start) / (p_sys_settings.display_step + 1)
+ ) # XXX +1 or -1 or nothing ?
+ abs_hair_strand_diameter = abs(hair_strand_diameter)
+ if step == 0 and p_sys_settings.use_hair_bspline:
+ # Write three times the first point to compensate pov Bezier handling
+ file.write(
+ "<%.6g,%.6g,%.6g>,%.7g,\n"
+ % (coord[0], coord[1], coord[2], abs_hair_strand_diameter)
+ )
+ file.write(
+ "<%.6g,%.6g,%.6g>,%.7g,\n"
+ % (coord[0], coord[1], coord[2], abs_hair_strand_diameter)
+ )
+ # Useless because particle location is the tip, not the root:
+ # file.write(
+ # '<%.6g,%.6g,%.6g>,%.7g'
+ # % (
+ # particle.location[0],
+ # particle.location[1],
+ # particle.location[2],
+ # abs_hair_strand_diameter
+ # )
+ # )
+ # file.write(',\n')
+ # controlPointCounter += 1
+ # total_number_of_strands += len(p_sys.particles)# len(particle.hair_keys)
+
+ # Each control point is written out, along with the radius of the
+ # hair at that point.
+ file.write(
+ "<%.6g,%.6g,%.6g>,%.7g" % (coord[0], coord[1], coord[2], abs_hair_strand_diameter)
+ )
+
+ # All coordinates except the last need a following comma.
+
+ if step == steps - 1:
+ if textured_hair:
+ # Write pigment and alpha (between Pov and Blender,
+ # alpha 0 and 1 are reversed)
+ file.write(
+ "\npigment{ color srgbf < %.3g, %.3g, %.3g, %.3g> }\n"
+ % (init_color[0], init_color[1], init_color[2], 1.0 - init_color[3])
+ )
+ # End the sphere_sweep declaration for this hair
+ file.write("}\n")
+
+ else:
+ file.write(",\n")
+ # All but the final sphere_sweep (each array element) needs a terminating comma.
+ if pindex != total_number_of_strands:
+ file.write(",\n")
+ else:
+ file.write("\n")
+
+ # End the array declaration.
+
+ file.write("}\n")
+ file.write("\n")
+
+ if not textured_hair:
+ # Pick up the hair material diffuse color and create a default POV-Ray hair texture.
+
+ file.write("#ifndef (HairTexture)\n")
+ file.write(" #declare HairTexture = texture {\n")
+ file.write(
+ " pigment {srgbt <%s,%s,%s,%s>}\n"
+ % (
+ pmaterial.diffuse_color[0],
+ pmaterial.diffuse_color[1],
+ pmaterial.diffuse_color[2],
+ (pmaterial.strand.width_fade + 0.05),
+ )
+ )
+ file.write(" }\n")
+ file.write("#end\n")
+ file.write("\n")
+
+ # Dynamically create a union of the hairstrands (or a subset of them).
+ # By default use every hairstrand, commented line is for hand tweaking test renders.
+ file.write("//Increasing HairStep divides the amount of hair for test renders.\n")
+ file.write("#ifndef(HairStep) #declare HairStep = 1; #end\n")
+ file.write("union{\n")
+ file.write(" #local I = 0;\n")
+ file.write(" #while (I < %i)\n" % total_number_of_strands)
+ file.write(" object {HairArray[I]")
+ if textured_hair:
+ file.write("\n")
+ else:
+ file.write(" texture{HairTexture}\n")
+ # Translucency of the hair:
+ file.write(" hollow\n")
+ file.write(" double_illuminate\n")
+ file.write(" interior {\n")
+ file.write(" ior 1.45\n")
+ file.write(" media {\n")
+ file.write(" scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n")
+ file.write(" absorption 10/<0.83, 0.75, 0.15>\n")
+ file.write(" samples 1\n")
+ file.write(" method 2\n")
+ file.write(" density {cylindrical\n")
+ file.write(" color_map {\n")
+ file.write(" [0.0 rgb <0.83, 0.45, 0.35>]\n")
+ file.write(" [0.5 rgb <0.8, 0.8, 0.4>]\n")
+ file.write(" [1.0 rgb <1,1,1>]\n")
+ file.write(" }\n")
+ file.write(" }\n")
+ file.write(" }\n")
+ file.write(" }\n")
+ file.write(" }\n")
+
+ file.write(" #local I = I + HairStep;\n")
+ file.write(" #end\n")
+
+ write_matrix(file, global_matrix @ ob.matrix_world)
+
+ file.write("}")
+ print("Totals hairstrands written: %i" % total_number_of_strands)
+ print("Number of tufts (particle systems): %i" % len(ob.particle_systems))