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-rw-r--r--render_povray/render.py1447
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diff --git a/render_povray/render.py b/render_povray/render.py
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+++ b/render_povray/render.py
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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 #####
+
+import bpy
+import subprocess
+import os
+import sys
+import time
+import math
+from math import atan, pi, degrees, sqrt
+
+import platform as pltfrm
+if pltfrm.architecture()[0] == '64bit':
+ bitness = 64
+else:
+ bitness = 32
+
+##############################SF###########################
+##############find image texture
+def splitExt(path):
+ dotidx = path.rfind('.')
+ if dotidx == -1:
+ return path, ''
+ else:
+ return (path[dotidx:]).upper().replace('.','')
+
+
+def imageFormat(imgF):
+ ext = ""
+ ext_orig = splitExt(imgF)
+ if ext_orig == 'JPG' or ext_orig == 'JPEG': ext='jpeg'
+ if ext_orig == 'GIF': ext = 'gif'
+ if ext_orig == 'TGA': ext = 'tga'
+ if ext_orig == 'IFF': ext = 'iff'
+ if ext_orig == 'PPM': ext = 'ppm'
+ if ext_orig == 'PNG': ext = 'png'
+ if ext_orig == 'SYS': ext = 'sys'
+ if ext_orig in ('TIFF', 'TIF'): ext = 'tiff'
+ if ext_orig == 'EXR': ext = 'exr'#POV3.7 Only!
+ if ext_orig == 'HDR': ext = 'hdr'#POV3.7 Only! --MR
+ print(imgF)
+ if not ext: print(' WARNING: texture image format not supported ') # % (imgF , '')) #(ext_orig)))
+ return ext
+
+def imgMap(ts):
+ image_map=''
+ if ts.mapping=='FLAT':image_map= ' map_type 0 '
+ if ts.mapping=='SPHERE':image_map= ' map_type 1 '# map_type 7 in megapov
+ if ts.mapping=='TUBE':image_map= ' map_type 2 '
+ #if ts.mapping=='?':image_map= ' map_type 3 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
+ #if ts.mapping=='?':image_map= ' map_type 4 '# map_type 3 and 4 in development (?) for Povray, currently they just seem to default back to Flat (type 0)
+ if ts.texture.use_interpolation: image_map+= " interpolate 2 "
+ if ts.texture.extension == 'CLIP': image_map+=' once '
+ #image_map+='}'
+ #if ts.mapping=='CUBE':image_map+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
+ #if image_map=='': print(' No texture image found ')
+ return image_map
+
+def imgMapBG(wts):
+ image_mapBG=''
+ if wts.texture_coords== 'VIEW':image_mapBG= ' map_type 0 ' #texture_coords refers to the mapping of world textures
+ if wts.texture_coords=='ANGMAP':image_mapBG= ' map_type 1 '
+ if wts.texture_coords=='TUBE':image_mapBG= ' map_type 2 '
+ if wts.texture.use_interpolation: image_mapBG+= " interpolate 2 "
+ if wts.texture.extension == 'CLIP': image_mapBG+=' once '
+ #image_mapBG+='}'
+ #if wts.mapping=='CUBE':image_mapBG+= 'warp { cubic } rotate <-90,0,180>' #no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
+ #if image_mapBG=='': print(' No background texture image found ')
+ return image_mapBG
+
+def splitFile(path):
+ idx = path.rfind('/')
+ if idx == -1:
+ idx = path.rfind('\\')
+ return path[idx:].replace("/", "").replace("\\", "")
+
+def splitPath(path):
+ idx = path.rfind('/')
+ if idx == -1:
+ return path, ''
+ else:
+ return path[:idx]
+
+def findInSubDir(filename, subdirectory=''):
+ pahFile=''
+ if subdirectory:
+ path = subdirectory
+ else:
+ path = os.getcwd()
+ try:
+ for root, dirs, names in os.walk(path):
+ if filename in names:
+ pahFile = os.path.join(root, filename)
+ return pahFile
+ except OSError:
+ return ''
+
+def path_image(image):
+ import os
+ fn = bpy.path.abspath(image)
+ fn_strip = os.path.basename(fn)
+ if not os.path.isfile(fn):
+ fn=(findInSubDir(splitFile(fn),splitPath(bpy.data.filepath)))
+ ()
+ return fn
+
+##############end find image texture
+
+def splitHyphen(name):
+ hyphidx = name.find('-')
+ if hyphidx == -1:
+ return name
+ else:
+ return (name[hyphidx:]).replace('-','')
+
+##############safety string name material
+def safety(name, Level):
+ # Level=1 is for texture with No specular nor Mirror reflection
+ # Level=2 is for texture with translation of spec and mir levels for when no map influences them
+ # Level=3 is for texture with Maximum Spec and Mirror
+
+ try:
+ if int(name) > 0:
+ prefix='shader'
+ except:
+ prefix = ''
+ prefix='shader_'
+ name = splitHyphen(name)
+ if Level == 2:
+ return prefix+name
+ elif Level == 1:
+ return prefix+name+'0'#used for 0 of specular map
+ elif Level == 3:
+ return prefix+name+'1'#used for 1 of specular map
+
+
+##############end safety string name material
+##############################EndSF###########################
+
+def write_pov(filename, scene=None, info_callback=None):
+ file = open(filename, 'w')
+
+ # Only for testing
+ if not scene:
+ scene = bpy.data.scenes[0]
+
+ render = scene.render
+ world = scene.world
+
+ def uniqueName(name, nameSeq):
+
+ if name not in nameSeq:
+ return name
+
+ name_orig = name
+ i = 1
+ while name in nameSeq:
+ name = '%s_%.3d' % (name_orig, i)
+ i += 1
+ name = splitHyphen(name)
+ return name
+
+ def writeMatrix(matrix):
+ file.write('\tmatrix <%.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):
+
+ # DH - modified some variables to be function local, avoiding RNA write
+ # this should be checked to see if it is functionally correct
+
+ if material: #and material.transparency_method == 'RAYTRACE':#Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+ #But there can be only one!
+ if material.subsurface_scattering.use:#SSS IOR get highest priority
+ file.write('\tinterior { 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
+ file.write('\tinterior { ior %.6f\n' % material.raytrace_transparency.ior)
+ else:
+ file.write('\tinterior { ior %.6f\n' % material.raytrace_transparency.ior)
+
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ pov_photons_reflection = False
+
+ if material.pov_refraction_type=="0":
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ pov_photons_reflection = True #should respond only to proper checkerbox
+ elif material.pov_refraction_type=="1":
+ pov_fake_caustics = True
+ pov_photons_refraction = False
+ 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 pov_fake_caustics:
+ file.write('\tcaustics %.3g\n' % material.pov_fake_caustics_power)
+ if pov_photons_refraction:
+ file.write('\tdispersion %.3g\n' % material.pov_photons_dispersion) #Default of 1 means no dispersion
+ #TODO
+ # Other interior args
+ # if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ # fade_distance 2
+ # fade_power [Value]
+ # fade_color
+
+ # (variable) dispersion_samples (constant count for now)
+ file.write('\t}\n')
+ if pov_photons_refraction or pov_photons_reflection:
+ file.write('\tphotons{\n')
+ file.write('\t\ttarget\n')
+ if pov_photons_refraction:
+ file.write('\t\trefraction on\n')
+ if pov_photons_reflection:
+ file.write('\t\treflection on\n')
+ file.write('\t}\n')
+
+ materialNames = {}
+ DEF_MAT_NAME = 'Default'
+
+ def writeMaterial(material):
+ # Assumes only called once on each material
+
+ if material:
+ name_orig = material.name
+ else:
+ name_orig = DEF_MAT_NAME
+
+ name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
+
+
+ ##################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
+ def povHasnoSpecularMaps(Level):
+ if Level == 2:
+ file.write('#declare %s = finish {\n' % safety(name, Level = 2))
+ elif Level == 1:
+ file.write('#declare %s = finish {\n' % safety(name, Level = 1))
+ elif Level == 3:
+ file.write('#declare %s = finish {\n' % safety(name, Level = 3))
+
+
+ if material:
+ #Povray 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:
+
+ #Total should not go above one
+ if (frontDiffuse + backDiffuse) <= 1.0:
+ pass
+ elif frontDiffuse==backDiffuse:
+ frontDiffuse = backDiffuse = 0.5 # Try to respect the user's "intention" by comparing the two values but bringing the total back to one
+ elif frontDiffuse>backDiffuse: # Let the highest value stay the highest value
+ backDiffuse = 1-(1-frontDiffuse)
+ else:
+ frontDiffuse = 1-(1-backDiffuse)
+
+
+ # map hardness between 0.0 and 1.0
+ roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
+ ## scale from 0.0 to 0.1
+ roughness *= 0.1
+ # add a small value because 0.0 is invalid
+ roughness += (1 / 511.0)
+
+ #####################################Diffuse Shader######################################
+ # Not used for Full spec (Level=3) of the shader
+ if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
+ file.write('\tbrilliance %.3g\n' % (0.9+material.roughness))#blender roughness is what is generally called oren nayar Sigma, and brilliance in povray
+
+ if material.diffuse_shader == 'TOON' and Level != 3:
+ file.write('\tbrilliance %.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 povray
+
+ if material.diffuse_shader == 'MINNAERT' and Level != 3:
+ #file.write('\taoi %.3g\n' % material.darkness)
+ pass #let's keep things simple for now
+ if material.diffuse_shader == 'FRESNEL' and Level != 3:
+ #file.write('\taoi %.3g\n' % material.diffuse_fresnel_factor)
+ pass #let's keep things simple for now
+ if material.diffuse_shader == 'LAMBERT' and Level != 3:
+ file.write('\tbrilliance 1.8\n') #trying to best match lambert attenuation by that constant brilliance value
+
+ 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!
+ file.write('\tphong %.3g\n' % (material.specular_intensity))
+ file.write('\tphong_size %.3g\n'% (material.specular_hardness / 2 + 0.25))
+
+ if material.specular_shader == 'BLINN':#Povray "specular" keyword corresponds to a Blinn model, without the ior.
+ file.write('\tspecular %.3g\n' % (material.specular_intensity * (material.specular_ior/4))) #Use blender Blinn's IOR just as some factor for spec intensity
+ file.write('\troughness %.3g\n' % roughness)
+ #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
+
+
+ if material.specular_shader == 'TOON':
+ file.write('\tphong %.3g\n' % (material.specular_intensity * 2))
+ file.write('\tphong_size %.3g\n' % (0.1+material.specular_toon_smooth / 2)) #use extreme phong_size
+
+
+ if material.specular_shader == 'WARDISO':
+ file.write('\tspecular %.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.
+ file.write('\troughness %.4g\n' % (0.0005+material.specular_slope/10)) #find best suited default constant for brilliance Use both phong and specular for some values.
+ file.write('\tbrilliance %.4g\n' % (1.8-material.specular_slope*1.8)) #find best suited default constant for brilliance Use both phong and specular for some values.
+
+
+
+ #########################################################################################
+ elif Level == 1:
+ file.write('\tspecular 0\n')
+ elif Level == 3:
+ file.write('\tspecular 1\n')
+ file.write('\tdiffuse %.3g %.3g\n' % (frontDiffuse, backDiffuse))
+
+
+ file.write('\tambient %.3g\n' % material.ambient)
+ #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value
+ file.write('\temission %.3g\n' % material.emit) #New in povray 3.7
+
+ #file.write('\troughness %.3g\n' % roughness) #povray just ignores roughness if there's no specular keyword
+
+ if material.pov_conserve_energy:
+ file.write('\tconserve_energy\n')#added for more realistic shading. Needs some checking to see if it really works. --Maurice.
+
+ # 'phong 70.0 '
+ if Level != 1:
+ if material.raytrace_mirror.use:
+ raytrace_mirror = material.raytrace_mirror
+ if raytrace_mirror.reflect_factor:
+ file.write('\treflection {\n')
+ file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color))
+ if material.pov_mirror_metallic:
+ file.write('\t\tmetallic %.3g' % (raytrace_mirror.reflect_factor))
+ if material.pov_mirror_use_IOR: #WORKING ?
+ file.write('\t\tfresnel 1 ')#Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
+ file.write('\t\tfalloff %.3g exponent %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
+
+ if material.subsurface_scattering.use:
+ subsurface_scattering = material.subsurface_scattering
+ file.write('\tsubsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n' % (sqrt(subsurface_scattering.radius[0])*1.5, sqrt(subsurface_scattering.radius[1])*1.5, sqrt(subsurface_scattering.radius[2])*1.5, 1-subsurface_scattering.color[0], 1-subsurface_scattering.color[1], 1-subsurface_scattering.color[2]))
+
+ if material.pov_irid_enable:
+ file.write('\tirid { %.4g thickness %.4g turbulence %.4g }' % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
+
+ else:
+ file.write('\tdiffuse 0.8\n')
+ file.write('\tphong 70.0\n')
+
+ #file.write('\tspecular 0.2\n')
+
+
+ # This is written into the object
+ '''
+ if material and material.transparency_method=='RAYTRACE':
+ 'interior { ior %.3g} ' % material.raytrace_transparency.ior
+ '''
+
+ #file.write('\t\t\tcrand 1.0\n') # Sand granyness
+ #file.write('\t\t\tmetallic %.6f\n' % material.spec)
+ #file.write('\t\t\tphong %.6f\n' % material.spec)
+ #file.write('\t\t\tphong_size %.6f\n' % material.spec)
+ #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness
+
+ file.write('}\n')
+
+ # Level=1 Means No specular nor Mirror reflection
+ povHasnoSpecularMaps(Level=1)
+
+ # Level=2 Means translation of spec and mir levels for when no map influences them
+ povHasnoSpecularMaps(Level=2)
+
+ # Level=3 Means Maximum Spec and Mirror
+ povHasnoSpecularMaps(Level=3)
+
+ def exportCamera():
+ camera = scene.camera
+
+ # DH disabled for now, this isn't the correct context
+ active_object = None #bpy.context.active_object # does not always work MR
+ matrix = camera.matrix_world
+ focal_point = camera.data.dof_distance
+
+ # compute resolution
+ Qsize = float(render.resolution_x) / float(render.resolution_y)
+ file.write('#declare camLocation = <%.6f, %.6f, %.6f>;\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
+ file.write('#declare camLookAt = <%.6f, %.6f, %.6f>;\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
+
+ file.write('camera {\n')
+ if scene.pov_baking_enable and active_object and active_object.type=='MESH':
+ file.write('\tmesh_camera{ 1 3\n') # distribution 3 is what we want here
+ file.write('\t\tmesh{%s}\n' % active_object.name)
+ file.write('\t}\n')
+ file.write('location <0,0,.01>')
+ file.write('direction <0,0,-1>')
+ # Using standard camera otherwise
+ else:
+ file.write('\tlocation <0, 0, 0>\n')
+ file.write('\tlook_at <0, 0, -1>\n')
+ file.write('\tright <%s, 0, 0>\n' % - Qsize)
+ file.write('\tup <0, 1, 0>\n')
+ file.write('\tangle %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi))
+
+ file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()]))
+ file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2]))
+ if focal_point != 0:
+ file.write('\taperture 0.25\n') # fixed blur amount for now to do, add slider a button?
+ file.write('\tblur_samples 96 128\n')
+ file.write('\tvariance 1/10000\n')
+ file.write('\tfocal_point <0, 0, %f>\n' % focal_point)
+ file.write('}\n')
+
+ def exportLamps(lamps):
+ # Get all lamps
+ for ob in lamps:
+ lamp = ob.data
+
+ matrix = ob.matrix_world
+
+ color = tuple([c * lamp.energy *2 for c in lamp.color]) # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
+
+ file.write('light_source {\n')
+ file.write('\t< 0,0,0 >\n')
+ file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color)
+
+ if lamp.type == 'POINT': # Point Lamp
+ pass
+ elif lamp.type == 'SPOT': # Spot
+ file.write('\tspotlight\n')
+
+ # Falloff is the main radius from the centre line
+ file.write('\tfalloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
+ file.write('\tradius %.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.
+ file.write('\ttightness 0\n') # 0:10f
+
+ file.write('\tpoint_at <0, 0, -1>\n')
+ elif lamp.type == 'SUN':
+ file.write('\tparallel\n')
+ file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel'
+
+ elif lamp.type == 'AREA':
+ file.write('\tfade_distance %.6f\n' % (lamp.distance / 5) )
+ file.write('\tfade_power %d\n' % 2) # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
+ size_x = lamp.size
+ samples_x = lamp.shadow_ray_samples_x
+ if lamp.shape == 'SQUARE':
+ size_y = size_x
+ samples_y = samples_x
+ else:
+ size_y = lamp.size_y
+ samples_y = lamp.shadow_ray_samples_y
+
+ file.write('\tarea_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:
+ file.write('\tjitter\n')
+ else:
+ file.write('\tadaptive 1\n')
+ file.write('\tjitter\n')
+
+ if lamp.type == 'HEMI':#HEMI never has any shadow attribute
+ file.write('\tshadowless\n')
+ elif lamp.shadow_method == 'NOSHADOW':
+ file.write('\tshadowless\n')
+
+ if lamp.type != 'SUN' and lamp.type!='AREA' and lamp.type!='HEMI':#Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they are put to type 2 attenuation a little higher above.
+ file.write('\tfade_distance %.6f\n' % (lamp.distance / 5) )
+ if lamp.falloff_type == 'INVERSE_SQUARE':
+ file.write('\tfade_power %d\n' % 2) # Use blenders lamp quad equivalent
+ elif lamp.falloff_type == 'INVERSE_LINEAR':
+ file.write('\tfade_power %d\n' % 1) # Use blenders lamp linear
+ elif lamp.falloff_type == 'CONSTANT': #Supposing using no fade power keyword would default to constant, no attenuation.
+ pass
+ elif lamp.falloff_type == 'CUSTOM_CURVE': #Using Custom curve for fade power 3 for now.
+ file.write('\tfade_power %d\n' % 4)
+
+ writeMatrix(matrix)
+
+ file.write('}\n')
+##################################################################################################################################
+#Wip to be Used for fresnel, but not tested yet.
+##################################################################################################################################
+## lampLocation=[0,0,0]
+## lampRotation=[0,0,0]
+## lampDistance=0.00
+## averageLampLocation=[0,0,0]
+## averageLampRotation=[0,0,0]
+## averageLampDistance=0.00
+## lamps=[]
+## for l in scene.objects:
+## if l.type == 'LAMP':#get all lamps
+## lamps += [l]
+## for ob in lamps:
+## lamp = ob.data
+## lampLocation[0]+=ob.location[0]
+## lampLocation[1]+=ob.location[1]
+## lampLocation[2]+=ob.location[2]
+## lampRotation[0]+=ob.rotation_euler[0]
+## lampRotation[1]+=ob.rotation_euler[1]
+## lampRotation[2]+=ob.rotation_euler[2]
+## lampDistance+=ob.data.distance
+## averageLampRotation[0]=lampRotation[0] / len(lamps)#create an average direction for all lamps.
+## averageLampRotation[1]=lampRotation[1] / len(lamps)#create an average direction for all lamps.
+## averageLampRotation[2]=lampRotation[2] / len(lamps)#create an average direction for all lamps.
+##
+## averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
+## averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
+## averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
+##
+## averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
+## file.write('\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);' % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
+## #v(A,B) rotates vector A about origin by vector B.
+##
+####################################################################################################################################
+
+ def exportMeta(metas):
+
+ # TODO - blenders 'motherball' naming is not supported.
+
+ for ob in metas:
+ meta = ob.data
+
+ file.write('blob {\n')
+ file.write('\t\tthreshold %.4g\n' % meta.threshold)
+
+ try:
+ material = meta.materials[0] # lame! - blender cant do enything else.
+ except:
+ material = None
+
+ for elem in meta.elements:
+
+ if elem.type not in ('BALL', 'ELLIPSOID'):
+ continue # Not supported
+
+ loc = elem.co
+
+ stiffness = elem.stiffness
+ if elem.use_negative:
+ stiffness = - stiffness
+
+ if elem.type == 'BALL':
+
+ file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness))
+
+ # After this wecould do something simple like...
+ # "pigment {Blue} }"
+ # except we'll write the color
+
+ elif elem.type == 'ELLIPSOID':
+ # location is modified by scale
+ file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
+ file.write('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z))
+
+ if material:
+ diffuse_color = material.diffuse_color
+
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ trans = 1.0 - material.raytrace_transparency.filter
+ else:
+ trans = 0.0
+
+ file.write('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \
+ (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, materialNames[material.name]))
+
+ else:
+ file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last.
+
+ writeObjectMaterial(material)
+
+ writeMatrix(ob.matrix_world)
+
+ file.write('}\n')
+
+ objectNames = {}
+ DEF_OBJ_NAME = 'Default'
+ def exportMeshs(scene, sel):
+
+ ob_num = 0
+
+ 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).
+ if sel:
+ name_orig = ob.name
+ else:
+ name_orig = DEF_OBJ_NAME
+ name = objectNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), objectNames)
+#############################################
+ if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
+ continue
+
+ me = ob.data
+ me_materials = me.materials
+
+ me = ob.create_mesh(scene, True, 'RENDER')
+
+ if not me or not me.faces:
+ continue
+
+ if info_callback:
+ info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name))
+
+ #if ob.type!='MESH':
+ # continue
+ # me = ob.data
+
+ matrix = ob.matrix_world
+ try:
+ uv_layer = me.uv_textures.active.data
+ except AttributeError:
+ uv_layer = None
+
+ try:
+ vcol_layer = me.vertex_colors.active.data
+ except AttributeError:
+ vcol_layer = None
+
+ faces_verts = [f.vertices[:] for f in me.faces]
+ faces_normals = [tuple(f.normal) for f in me.faces]
+ verts_normals = [tuple(v.normal) for v in me.vertices]
+
+ # quads incur an extra face
+ quadCount = sum(1 for f in faces_verts if len(f) == 4)
+
+ # Use named declaration to allow reference e.g. for baking. MR
+ file.write('#declare %s=\n' % name)
+ file.write('mesh2 {\n')
+ file.write('\tvertex_vectors {\n')
+ file.write('\t\t%s' % (len(me.vertices))) # vert count
+ for v in me.vertices:
+ file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count
+ file.write('\n }\n')
+
+
+ # Build unique Normal list
+ uniqueNormals = {}
+ for fi, f in enumerate(me.faces):
+ fv = faces_verts[fi]
+ # [-1] is a dummy index, use a list so we can modify in place
+ if f.use_smooth: # Use vertex normals
+ for v in fv:
+ key = verts_normals[v]
+ uniqueNormals[key] = [-1]
+ else: # Use face normal
+ key = faces_normals[fi]
+ uniqueNormals[key] = [-1]
+
+ file.write('\tnormal_vectors {\n')
+ file.write('\t\t%d' % len(uniqueNormals)) # vert count
+ idx = 0
+ for no, index in uniqueNormals.items():
+ file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count
+ index[0] = idx
+ idx += 1
+ file.write('\n }\n')
+
+
+ # Vertex colours
+ vertCols = {} # Use for material colours also.
+
+ if uv_layer:
+ # Generate unique UV's
+ uniqueUVs = {}
+
+ for fi, uv in enumerate(uv_layer):
+
+ if len(faces_verts[fi]) == 4:
+ uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
+ else:
+ uvs = uv.uv1, uv.uv2, uv.uv3
+
+ for uv in uvs:
+ uniqueUVs[tuple(uv)] = [-1]
+
+ file.write('\tuv_vectors {\n')
+ #print unique_uvs
+ file.write('\t\t%s' % (len(uniqueUVs))) # vert count
+ idx = 0
+ for uv, index in uniqueUVs.items():
+ file.write(',\n\t\t<%.6f, %.6f>' % uv)
+ index[0] = idx
+ idx += 1
+ '''
+ else:
+ # Just add 1 dummy vector, no real UV's
+ file.write('\t\t1') # vert count
+ file.write(',\n\t\t<0.0, 0.0>')
+ '''
+ file.write('\n }\n')
+
+
+ if me.vertex_colors:
+
+ for fi, f in enumerate(me.faces):
+ material_index = f.material_index
+ material = me_materials[material_index]
+
+ if material and material.use_vertex_color_paint:
+
+ col = vcol_layer[fi]
+
+ if len(faces_verts[fi]) == 4:
+ cols = col.color1, col.color2, col.color3, col.color4
+ else:
+ cols = col.color1, col.color2, col.color3
+
+ for col in cols:
+ key = col[0], col[1], col[2], material_index # Material index!
+ vertCols[key] = [-1]
+
+ else:
+ if material:
+ diffuse_color = tuple(material.diffuse_color)
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
+ vertCols[key] = [-1]
+
+
+ else:
+ # No vertex colours, so write material colours as vertex colours
+ for i, material in enumerate(me_materials):
+
+ if material:
+ diffuse_color = tuple(material.diffuse_color)
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+ vertCols[key] = [-1]
+
+
+ # Vert Colours
+ file.write('\ttexture_list {\n')
+ file.write('\t\t%s' % (len(vertCols))) # vert count
+ idx = 0
+ for col, index in vertCols.items():
+
+ if me_materials:
+ material = me_materials[col[3]]
+ material_finish = materialNames[material.name]
+
+ if material.use_transparency:
+ trans = 1.0 - material.alpha
+ else:
+ trans = 0.0
+
+ else:
+ material_finish = DEF_MAT_NAME # not working properly,
+ trans = 0.0
+
+ ##############SF
+ texturesDif=''
+ texturesSpec=''
+ texturesNorm=''
+ texturesAlpha=''
+ for t in material.texture_slots:
+ if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
+ image_filename = path_image(t.texture.image.filepath)
+ if image_filename:
+ if t.use_map_color_diffuse:
+ texturesDif = image_filename
+ colvalue = t.default_value
+ t_dif = t
+ if t.use_map_specular or t.use_map_raymir:
+ texturesSpec = image_filename
+ colvalue = t.default_value
+ t_spec = t
+ if t.use_map_normal:
+ texturesNorm = image_filename
+ colvalue = t.normal_factor * 10.0
+ #textNormName=t.texture.image.name + '.normal'
+ #was the above used? --MR
+ t_nor = t
+ if t.use_map_alpha:
+ texturesAlpha = image_filename
+ colvalue = t.alpha_factor * 10.0
+ #textDispName=t.texture.image.name + '.displ'
+ #was the above used? --MR
+ t_alpha = t
+
+
+
+
+ ##############################################################################################################
+ file.write('\n\t\ttexture {') #THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN. --MR
+
+
+ ##############################################################################################################
+ if material.diffuse_shader == 'MINNAERT':
+ file.write('\n\t\t\taoi')
+ file.write('\n\t\t\ttexture_map {')
+ file.write('\n\t\t\t\t[%.3g finish {diffuse %.3g}]' % ((material.darkness/2), (2-material.darkness)))
+ file.write('\n\t\t\t\t[%.3g' % (1-(material.darkness/2)))
+######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
+ #If Fresnel gets removed from 2.5, why bother?
+ if material.diffuse_shader == 'FRESNEL':
+
+######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
+
+## #lampLocation=lamp.position
+## lampRotation=
+## a=lamp.Rotation[0]
+## b=lamp.Rotation[1]
+## c=lamp.Rotation[2]
+## lampLookAt=tuple (x,y,z)
+## lampLookAt[3]= 0.0 #Put "target" of the lamp on the floor plane to elimianate one unknown value
+## degrees(atan((lampLocation - lampLookAt).y/(lampLocation - lampLookAt).z))=lamp.rotation[0]
+## degrees(atan((lampLocation - lampLookAt).z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
+## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
+## degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
+## degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
+## degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
+
+
+ #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
+
+
+ file.write('\n\t\t\tslope { lampTarget }')
+ file.write('\n\t\t\ttexture_map {')
+ file.write('\n\t\t\t\t[%.3g finish {diffuse %.3g}]' % ((material.diffuse_fresnel/2), (2-material.diffuse_fresnel_factor)))
+ file.write('\n\t\t\t\t[%.3g' % (1-(material.diffuse_fresnel/2)))
+
+
+ #if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
+ ##########################################################################################################################
+ if texturesSpec !='':
+ file.write('\n\t\t\t\tpigment_pattern {')
+ mappingSpec = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_spec.offset.x / 10 ,t_spec.offset.y / 10 ,t_spec.offset.z / 10, t_spec.scale.x / 2.25, t_spec.scale.y / 2.25, t_spec.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ file.write('\n\t\t\t\t\tuv_mapping image_map{%s \"%s\" %s}%s}' % (imageFormat(texturesSpec) ,texturesSpec ,imgMap(t_spec),mappingSpec))
+ file.write('\n\t\t\t\t\t\ttexture_map {')
+ file.write('\n\t\t\t\t\t\t\t[0 ')
+
+ if texturesDif == '':
+ if texturesAlpha !='':
+ mappingAlpha = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ file.write('\n\t\t\t\tpigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+ file.write('\n\t\t\t\t\tpigment_map {')
+ file.write('\n\t\t\t\t\t\t[0 color rgbft<0,0,0,1,1>]')
+ file.write('\n\t\t\t\t\t\t[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n\t\t\t\t\t}' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
+ file.write('\n\t\t\t\t}')
+
+ else:
+
+ file.write('\n\t\t\t\tpigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
+
+ if texturesSpec !='':
+ file.write('finish {%s}' % (safety(material_finish, Level=1)))# Level 1 is no specular
+
+ else:
+ file.write('finish {%s}' % (safety(material_finish, Level=2)))# Level 2 is translated spec
+
+ else:
+ mappingDif = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_dif.offset.x / 10 ,t_dif.offset.y / 10 ,t_dif.offset.z / 10, t_dif.scale.x / 2.25, t_dif.scale.y / 2.25, t_dif.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+
+ if texturesAlpha !='':
+ mappingAlpha = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ file.write('\n\t\t\t\tpigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
+ file.write('\n\t\t\t\t\tpigment_map {\n\t\t\t\t\t\t[0 color rgbft<0,0,0,1,1>]')
+ file.write('\n\t\t\t\t\t\t[1 uv_mapping image_map {%s \"%s\" %s}%s]\n\t\t\t\t}' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif))
+ file.write('\n\t\t\t\t}')
+
+ else:
+ file.write("\n\t\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif))
+
+ if texturesSpec !='':
+ file.write('finish {%s}' % (safety(material_finish, Level=1)))# Level 1 is no specular
+
+ else:
+ file.write('finish {%s}' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }" % (imageFormat(textures),textures,imgMap(t_dif)))
+ #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % (imageMap,mapping,safety(material_finish)))
+ #file.write("\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
+ if texturesNorm !='':
+ ## scale 1 rotate y*0
+ mappingNor = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_nor.offset.x / 10 ,t_nor.offset.y / 10 ,t_nor.offset.z / 10, t_nor.scale.x / 2.25, t_nor.scale.y / 2.25, t_nor.scale.z / 2.25))
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ file.write("\n\t\t\t\tnormal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
+ if texturesSpec !='':
+ file.write('\n\t\t\t\t\t\t\t]')
+ ################################Second index for mapping specular max value##################################################################################################
+ file.write('\n\t\t\t\t\t\t\t[1 ')
+
+ if texturesDif == '':
+ if texturesAlpha !='':
+ mappingAlpha = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ file.write('\n\t\t\t\tpigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}' % (imageFormat(texturesAlpha) ,texturesAlpha ,imgMap(t_alpha),mappingAlpha))
+ file.write('\n\t\t\t\t\tpigment_map {')
+ file.write('\n\t\t\t\t\t\t[0 color rgbft<0,0,0,1,1>]')
+ file.write('\n\t\t\t\t\t\t[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n\t\t\t\t\t}' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
+ file.write('\n\t\t\t\t}')
+
+ else:
+ file.write('\n\t\t\t\tpigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}' % (col[0], col[1], col[2], 1.0 - material.alpha, trans))
+
+ if texturesSpec !='':
+ file.write('finish {%s}' % (safety(material_finish, Level=3)))# Level 3 is full specular
+
+ else:
+ file.write('finish {%s}' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+
+ else:
+ mappingDif = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_dif.offset.x / 10 ,t_dif.offset.y / 10 ,t_dif.offset.z / 10, t_dif.scale.x / 2.25, t_dif.scale.y / 2.25, t_dif.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+
+ if texturesAlpha !='':
+ mappingAlpha = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_alpha.offset.x / 10 ,t_alpha.offset.y / 10 ,t_alpha.offset.z / 10, t_alpha.scale.x / 2.25, t_alpha.scale.y / 2.25, t_alpha.scale.z / 2.25)) #strange that the translation factor for scale is not the same as for translate. ToDo: verify both matches with blender internal.
+ file.write('\n\t\t\t\tpigment {pigment_pattern {uv_mapping image_map{%s \"%s\" %s}%s}' % (imageFormat(texturesAlpha),texturesAlpha,imgMap(t_alpha),mappingAlpha))
+ file.write('\n\t\t\t\tpigment_map {\n\t\t\t\t\t[0 color rgbft<0,0,0,1,1>]')
+ file.write('\n\t\t\t\t\t\t[1 uv_mapping image_map {%s \"%s\" %s}%s]\n\t\t\t\t\t}' % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif))
+ file.write('\n\t\t\t\t}')
+
+ else:
+ file.write("\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif))
+ if texturesSpec !='':
+ file.write('finish {%s}' % (safety(material_finish, Level=3)))# Level 3 is full specular
+ else:
+ file.write('finish {%s}' % (safety(material_finish, Level=2)))# Level 2 is translated specular
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }" % (imageFormat(textures),textures,imgMap(t_dif)))
+ #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % (imageMap,mapping,safety(material_finish)))
+ #file.write("\n\t\t\tpigment {uv_mapping image_map {%s \"%s\" %s}%s} finish {%s}" % (imageFormat(texturesDif),texturesDif,imgMap(t_dif),mappingDif,safety(material_finish)))
+ if texturesNorm !='':
+ ## scale 1 rotate y*0
+ mappingNor = (" translate <%.4g-0.75,%.4g-0.75,%.4g-0.75> scale <%.4g,%.4g,%.4g>" % (t_nor.offset.x / 10 ,t_nor.offset.y / 10 ,t_nor.offset.z / 10, t_nor.scale.x / 2.25, t_nor.scale.y / 2.25, t_nor.scale.z / 2.25))
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ file.write("\n\t\t\t\tnormal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}" % (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor),(t_nor.normal_factor * 10),mappingNor))
+ if texturesSpec !='':
+ file.write('\n\t\t\t\t\t\t\t]')
+
+ file.write('\n\t\t\t\t}')
+
+ #End of slope/ior texture_map
+ if material.diffuse_shader == 'MINNAERT' or material.diffuse_shader == 'FRESNEL':
+ file.write('\n\t\t\t\t]')
+ file.write('\n\t\t\t}')
+ file.write('\n\t\t}') #THEN IT CAN CLOSE IT --MR
+
+
+ ############################################################################################################
+
+ index[0] = idx
+ idx += 1
+
+ file.write('\n\t}\n')
+
+ # Face indicies
+ file.write('\tface_indices {\n')
+ file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+ for fi, f in enumerate(me.faces):
+ fv = faces_verts[fi]
+ material_index = f.material_index
+ if len(fv) == 4:
+ indicies = (0, 1, 2), (0, 2, 3)
+ else:
+ indicies = ((0, 1, 2),)
+
+ if vcol_layer:
+ col = vcol_layer[fi]
+
+ if len(fv) == 4:
+ cols = col.color1, col.color2, col.color3, col.color4
+ else:
+ cols = col.color1, col.color2, col.color3
+
+
+ if not me_materials or me_materials[material_index] is None: # No materials
+ for i1, i2, i3 in indicies:
+ file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
+ else:
+ material = me_materials[material_index]
+ for i1, i2, i3 in indicies:
+ if me.vertex_colors and material.use_vertex_color_paint:
+ # Colour per vertex - vertex colour
+
+ col1 = cols[i1]
+ col2 = cols[i2]
+ col3 = cols[i3]
+
+ ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
+ ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
+ ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
+ 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]
+
+ file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+
+
+ file.write('\n }\n')
+
+ # normal_indices indicies
+ file.write('\tnormal_indices {\n')
+ file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indicies = (0, 1, 2), (0, 2, 3)
+ else:
+ indicies = ((0, 1, 2),)
+
+ for i1, i2, i3 in indicies:
+ if f.use_smooth:
+ file.write(',\n\t\t<%d,%d,%d>' %\
+ (uniqueNormals[verts_normals[fv[i1]]][0],\
+ uniqueNormals[verts_normals[fv[i2]]][0],\
+ uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+ else:
+ idx = uniqueNormals[faces_normals[fi]][0]
+ file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count
+
+ file.write('\n }\n')
+
+ if uv_layer:
+ file.write('\tuv_indices {\n')
+ file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indicies = (0, 1, 2), (0, 2, 3)
+ else:
+ indicies = ((0, 1, 2),)
+
+ uv = uv_layer[fi]
+ if len(faces_verts[fi]) == 4:
+ uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4)
+ else:
+ uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
+
+ for i1, i2, i3 in indicies:
+ file.write(',\n\t\t<%d,%d,%d>' %\
+ (uniqueUVs[uvs[i1]][0],\
+ uniqueUVs[uvs[i2]][0],\
+ uniqueUVs[uvs[i3]][0]))
+ file.write('\n }\n')
+
+ if me.materials:
+ try:
+ material = me.materials[0] # dodgy
+ writeObjectMaterial(material)
+ except IndexError:
+ print(me)
+
+ writeMatrix(matrix)
+ file.write('}\n')
+ file.write('%s\n' % name) # Use named declaration to allow reference e.g. for baking. MR
+
+ bpy.data.meshes.remove(me)
+
+ def exportWorld(world):
+ render = scene.render
+ camera = scene.camera
+ matrix = camera.matrix_world
+ if not world:
+ return
+ #############Maurice####################################
+ #These lines added to get sky gradient (visible with PNG output)
+ if world:
+ #For simple flat background:
+ if not world.use_sky_blend:
+ #Non fully transparent background could premultiply alpha and avoid anti-aliasing display issue:
+ if render.alpha_mode == 'PREMUL' or render.alpha_mode == 'PREMUL' :
+ file.write('background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n' % (tuple(world.horizon_color)))
+ #Currently using no alpha with Sky option:
+ elif render.alpha_mode == 'SKY':
+ file.write('background {rgbt<%.3g, %.3g, %.3g, 0>}\n' % (tuple(world.horizon_color)))
+ #StraightAlpha:
+ else:
+ file.write('background {rgbt<%.3g, %.3g, %.3g, 1>}\n' % (tuple(world.horizon_color)))
+
+
+
+ #For Background image textures
+ for t in world.texture_slots: #risk to write several sky_spheres but maybe ok.
+ if t and t.texture.type == 'IMAGE': #and t.use: #No enable checkbox for world textures yet (report it?)
+ image_filename = path_image(t.texture.image.filepath)
+ if t.texture.image.filepath != image_filename: t.texture.image.filepath = image_filename
+ if image_filename != '' and t.use_map_blend:
+ texturesBlend = image_filename
+ #colvalue = t.default_value
+ t_blend = t
+ #commented below was an idea to make the Background image oriented as camera taken here: http://news.povray.org/povray.newusers/thread/%3Cweb.4a5cddf4e9c9822ba2f93e20@news.povray.org%3E/
+ #mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees(atan((camLocation - camLookAt).x/(camLocation - camLookAt).y)) rotate x*degrees(atan((camLocation - camLookAt).y/(camLocation - camLookAt).z)) rotate y*degrees(atan((camLocation - camLookAt).z/(camLocation - camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, t_blend.scale.x ,t_blend.scale.y ,t_blend.scale.z))#replace 4/3 by the ratio of each image found by some custom or existing function
+ #using camera rotation valuesdirectly from blender seems much easier
+ mappingBlend = (" translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % (t_blend.offset.x / 10 ,t_blend.offset.y / 10 ,t_blend.offset.z / 10, degrees(camera.rotation_euler[0]), degrees(camera.rotation_euler[1]), degrees(camera.rotation_euler[2]), t_blend.scale.x*0.85 , t_blend.scale.y*0.85 , t_blend.scale.z*0.85 ))
+ #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.
+ file.write('sky_sphere {\n')
+ file.write('\tpigment {\n')
+ file.write("\t\timage_map{%s \"%s\" %s}\n\t}\n\t%s\n" % (imageFormat(texturesBlend),texturesBlend,imgMapBG(t_blend),mappingBlend))
+ file.write('}\n')
+ #file.write('\t\tscale 2\n')
+ #file.write('\t\ttranslate -1\n')
+
+ #For only Background gradient
+
+ if not t:
+ if world.use_sky_blend:
+ file.write('sky_sphere {\n')
+ file.write('\tpigment {\n')
+ file.write('\t\tgradient z\n')#maybe Should follow the advice of POV doc about replacing gradient for skysphere..5.5
+ file.write('\t\tcolor_map {\n')
+ if render.alpha_mode == 'STRAIGHT':
+ file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (tuple(world.horizon_color)))
+ file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n' % (tuple(world.zenith_color)))
+ elif render.alpha_mode == 'PREMUL':
+ file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.horizon_color)))
+ file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n' % (tuple(world.zenith_color))) #aa premult not solved with transmit 1
+ else:
+ file.write('\t\t\t[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.horizon_color)))
+ file.write('\t\t\t[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n' % (tuple(world.zenith_color)))
+ file.write('\t\t}\n')
+ file.write('\t}\n')
+ file.write('}\n')
+ #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
+
+ #Maybe change the above to scene.pov_radio_enable = world.light_settings.use_indirect_light ?
+
+
+ ###############################################################
+
+ mist = world.mist_settings
+
+ if mist.use_mist:
+ file.write('fog {\n')
+ file.write('\tdistance %.6f\n' % mist.depth)
+ file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,)))
+ #file.write('\tfog_offset %.6f\n' % mist.start)
+ #file.write('\tfog_alt 5\n')
+ #file.write('\tturbulence 0.2\n')
+ #file.write('\tturb_depth 0.3\n')
+ file.write('\tfog_type 1\n')
+ file.write('}\n')
+
+ def exportGlobalSettings(scene):
+
+ file.write('global_settings {\n')
+ file.write('\tmax_trace_level 7\n')
+
+ if scene.pov_radio_enable:
+ file.write('\tradiosity {\n')
+ file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout)
+ file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample)
+ file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness)
+ file.write("\t\tcount %d\n" % scene.pov_radio_count)
+ file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound)
+ file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold)
+ file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor)
+ file.write("\t\tmedia %d\n" % scene.pov_radio_media)
+ file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse)
+ file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count)
+ file.write("\t\tnormal %d\n" % scene.pov_radio_normal)
+ file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit)
+ file.write('\t}\n')
+ once=1
+ for material in bpy.data.materials:
+ if material.subsurface_scattering.use and once:
+ file.write("\tmm_per_unit %.6f\n" % (material.subsurface_scattering.scale * (-100) + 15))#In pov, the scale has reversed influence compared to blender. these number should correct that
+ once=0 #In povray, the scale factor for all subsurface shaders needs to be the same
+
+ if world:
+ file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color))
+
+ if material.pov_photons_refraction or material.pov_photons_reflection:
+ file.write("\tphotons {\n")
+ file.write("\t\tspacing 0.003\n")
+ file.write("\t\tmax_trace_level 4\n")
+ file.write("\t\tadc_bailout 0.1\n")
+ file.write("\t\tgather 30, 150\n")
+
+
+ file.write("\t}\n")
+
+ file.write('}\n')
+
+
+ # Convert all materials to strings we can access directly per vertex.
+ writeMaterial(None) # default material
+
+ for material in bpy.data.materials:
+ writeMaterial(material)
+
+
+ #exportMaterials()
+ sel = scene.objects
+ exportLamps([l for l in sel if l.type == 'LAMP'])
+ exportMeta([l for l in sel if l.type == 'META'])
+ exportMeshs(scene, sel)
+ exportCamera()
+ exportWorld(scene.world)
+ exportGlobalSettings(scene)
+
+ file.close()
+
+
+
+def write_pov_ini(filename_ini, filename_pov, filename_image):
+ scene = bpy.data.scenes[0]
+ render = scene.render
+
+ x = int(render.resolution_x * render.resolution_percentage * 0.01)
+ y = int(render.resolution_y * render.resolution_percentage * 0.01)
+
+ file = open(filename_ini, 'w')
+ file.write('Input_File_Name="%s"\n' % filename_pov)
+ file.write('Output_File_Name="%s"\n' % filename_image)
+
+ file.write('Width=%d\n' % x)
+ file.write('Height=%d\n' % y)
+
+ # Needed for border render.
+ '''
+ file.write('Start_Column=%d\n' % part.x)
+ file.write('End_Column=%d\n' % (part.x+part.w))
+
+ file.write('Start_Row=%d\n' % (part.y))
+ file.write('End_Row=%d\n' % (part.y+part.h))
+ '''
+
+ file.write('Bounding_method=2\n')#The new automatic BSP is faster in most scenes
+
+ file.write('Display=1\n')#Activated (turn this back off when better live exchange is done between the two programs (see next comment)
+ file.write('Pause_When_Done=0\n')
+ file.write('Output_File_Type=N\n') # PNG, with POV 3.7, can show background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
+ #file.write('Output_File_Type=T\n') # TGA, best progressive loading
+ file.write('Output_Alpha=1\n')
+
+ if render.use_antialiasing:
+ aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 2 (recursive) with higher max subdiv forced because no mipmapping in povray needs higher sampling.
+ file.write('Antialias=1\n')
+ file.write('Sampling_Method=2n')
+ file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples])
+ file.write('Antialias_Threshold=0.1\n')#rather high settings but necessary.
+ file.write('Jitter=off\n')#prevent animation flicker
+
+ else:
+ file.write('Antialias=0\n')
+ file.write('Version=3.7')
+ file.close()
+
+
+class PovrayRender(bpy.types.RenderEngine):
+ bl_idname = 'POVRAY_RENDER'
+ bl_label = "Povray 3.7"
+ DELAY = 0.05
+
+ def _export(self, scene):
+ import tempfile
+
+ self._temp_file_in = tempfile.mktemp(suffix='.pov')
+ self._temp_file_out = tempfile.mktemp(suffix='.png')#PNG with POV 3.7, can show the background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
+ #self._temp_file_out = tempfile.mktemp(suffix='.tga')
+ self._temp_file_ini = tempfile.mktemp(suffix='.ini')
+ '''
+ self._temp_file_in = '/test.pov'
+ self._temp_file_out = '/test.png'#PNG with POV 3.7, can show the background color with alpha. In the long run using the Povray interactive preview like bishop 3D could solve the preview for all formats.
+ #self._temp_file_out = '/test.tga'
+ self._temp_file_ini = '/test.ini'
+ '''
+
+ def info_callback(txt):
+ self.update_stats("", "POVRAY 3.7: " + txt)
+
+ write_pov(self._temp_file_in, scene, info_callback)
+
+ def _render(self):
+
+ try:
+ os.remove(self._temp_file_out) # so as not to load the old file
+ except OSError:
+ pass
+
+ write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out)
+
+ print ("***-STARTING-***")
+
+ pov_binary = "povray"
+
+ extra_args = []
+
+ if sys.platform == 'win32':
+ import winreg
+ regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.7\\Windows')
+
+ if bitness == 64:
+ pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64'
+ else:
+ pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine'
+ else:
+ # DH - added -d option to prevent render window popup which leads to segfault on linux
+ extra_args.append("-d")
+
+ if 1:
+ # TODO, when povray isnt found this gives a cryptic error, would be nice to be able to detect if it exists
+ try:
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args) # stdout=subprocess.PIPE, stderr=subprocess.PIPE
+ except OSError:
+ # TODO, report api
+ print("POVRAY 3.7: could not execute '%s', possibly povray isn't installed" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ # This works too but means we have to wait until its done
+ os.system('%s %s' % (pov_binary, self._temp_file_ini))
+
+ # print ("***-DONE-***")
+ return True
+
+ def _cleanup(self):
+ for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
+ try:
+ os.remove(f)
+ except OSError: #was that the proper error type?
+ pass
+
+ self.update_stats("", "")
+
+ def render(self, scene):
+
+ self.update_stats("", "POVRAY 3.7: Exporting data from Blender")
+ self._export(scene)
+ self.update_stats("", "POVRAY 3.7: Parsing File")
+
+ if not self._render():
+ self.update_stats("", "POVRAY 3.7: Not found")
+ return
+
+ r = scene.render
+##WIP output format
+## if r.file_format == 'OPENEXR':
+## fformat = 'EXR'
+## render.color_mode = 'RGBA'
+## else:
+## fformat = 'TGA'
+## r.file_format = 'TARGA'
+## r.color_mode = 'RGBA'
+
+ # compute resolution
+ x = int(r.resolution_x * r.resolution_percentage * 0.01)
+ y = int(r.resolution_y * r.resolution_percentage * 0.01)
+
+ # Wait for the file to be created
+ while not os.path.exists(self._temp_file_out):
+ # print("***POV WAITING FOR FILE***")
+ if self.test_break():
+ try:
+ self._process.terminate()
+ print("***POV INTERRUPTED***")
+ except OSError:
+ pass
+ break
+
+ poll_result = self._process.poll()
+ if poll_result is not None:
+ print("***POV PROCESS FAILED : %s ***" % poll_result)
+ self.update_stats("", "POVRAY 3.7: Failed")
+ break
+
+ time.sleep(self.DELAY)
+
+ if os.path.exists(self._temp_file_out):
+ # print("***POV FILE OK***")
+ self.update_stats("", "POVRAY 3.7: Rendering")
+
+ prev_size = -1
+
+ def update_image():
+ # print("***POV UPDATING IMAGE***")
+ result = self.begin_result(0, 0, x, y)
+ lay = result.layers[0]
+ # possible the image wont load early on.
+ try:
+ lay.load_from_file(self._temp_file_out)
+ except SystemError:
+ pass
+ self.end_result(result)
+
+ # Update while povray renders
+ while True:
+ # print("***POV RENDER LOOP***")
+
+ # test if povray exists
+ if self._process.poll() is not None:
+ print("***POV PROCESS FINISHED***")
+ update_image()
+ break
+
+ # user exit
+ if self.test_break():
+ try:
+ self._process.terminate()
+ print("***POV PROCESS INTERRUPTED***")
+ except OSError:
+ pass
+
+ break
+
+ # Would be nice to redirect the output
+ # stdout_value, stderr_value = self._process.communicate() # locks
+
+
+ # check if the file updated
+ new_size = os.path.getsize(self._temp_file_out)
+
+ if new_size != prev_size:
+ update_image()
+ prev_size = new_size
+
+ time.sleep(self.DELAY)
+ else:
+ print("***POV FILE NOT FOUND***")
+
+ print("***POV FINISHED***")
+ self._cleanup()
+
+