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Diffstat (limited to 'render_povray/render.py')
-rw-r--r-- | render_povray/render.py | 1447 |
1 files changed, 1447 insertions, 0 deletions
diff --git a/render_povray/render.py b/render_povray/render.py new file mode 100644 index 00000000..ed567784 --- /dev/null +++ b/render_povray/render.py @@ -0,0 +1,1447 @@ +# ##### 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() + + |