Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'render_povray/render.py')
-rw-r--r--render_povray/render.py2328
1 files changed, 2328 insertions, 0 deletions
diff --git a/render_povray/render.py b/render_povray/render.py
new file mode 100644
index 00000000..beeb9d67
--- /dev/null
+++ b/render_povray/render.py
@@ -0,0 +1,2328 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+import bpy
+import subprocess
+import os
+import sys
+import time
+from math import atan, pi, degrees, sqrt
+import re
+
+##############################SF###########################
+##############find image texture
+
+
+def imageFormat(imgF):
+ ext = {
+ 'JPG': "jpeg",
+ 'JPEG': "jpeg",
+ 'GIF': "gif",
+ 'TGA': "tga",
+ 'IFF': "iff",
+ 'PPM': "ppm",
+ 'PNG': "png",
+ 'SYS': "sys",
+ 'TIFF': "tiff",
+ 'TIF': "tiff",
+ 'EXR': "exr", # POV3.7 Only!
+ 'HDR': "hdr", # POV3.7 Only! --MR
+ }.get(os.path.splitext(imgF)[-1].upper(), "")
+
+ if not ext:
+ print(" WARNING: texture image format not supported ")
+
+ return ext
+
+
+def imgMap(ts):
+ image_map = ""
+ if ts.mapping == 'FLAT':
+ image_map = "map_type 0 "
+ elif ts.mapping == 'SPHERE':
+ image_map = "map_type 1 " # map_type 7 in megapov
+ elif ts.mapping == 'TUBE':
+ image_map = "map_type 2 "
+
+ ## map_type 3 and 4 in development (?)
+ ## for POV-Ray, currently they just seem to default back to Flat (type 0)
+ #elif ts.mapping=="?":
+ # image_map = " map_type 3 "
+ #elif ts.mapping=="?":
+ # image_map = " map_type 4 "
+ 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 = ""
+ # texture_coords refers to the mapping of world textures:
+ if wts.texture_coords == 'VIEW':
+ image_mapBG = " map_type 0 "
+ elif wts.texture_coords == 'ANGMAP':
+ image_mapBG = " map_type 1 "
+ elif 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 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(os.path.basename(fn), os.path.dirname(bpy.data.filepath))
+ fn = os.path.realpath(fn)
+ return fn
+
+##############end find image texture
+
+
+def splitHyphen(name):
+ hyphidx = name.find("-")
+ if hyphidx == -1:
+ return name
+ else:
+ return name[:].replace("-", "")
+
+
+def safety(name, Level):
+ # safety string name material
+ #
+ # 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 is_renderable(scene, ob):
+ return (ob.is_visible(scene) and not ob.hide_render)
+
+
+def renderable_objects(scene):
+ return [ob for ob in scene.objects if is_renderable(scene, ob)]
+
+
+tabLevel = 0
+
+
+def write_pov(filename, scene=None, info_callback=None):
+ import mathutils
+ #file = filename
+ file = open(filename, "w")
+
+ # Only for testing
+ if not scene:
+ scene = bpy.data.scenes[0]
+
+ render = scene.render
+ world = scene.world
+ global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
+
+ def setTab(tabtype, spaces):
+ TabStr = ""
+ if tabtype == '0':
+ TabStr = ""
+ elif tabtype == '1':
+ TabStr = "\t"
+ elif tabtype == '2':
+ TabStr = spaces * " "
+ return TabStr
+
+ tab = setTab(scene.pov.indentation_character, scene.pov.indentation_spaces)
+
+ def tabWrite(str_o):
+ if not scene.pov.tempfiles_enable:
+ global tabLevel
+ brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
+ if brackets < 0:
+ tabLevel = tabLevel + brackets
+ if tabLevel < 0:
+ print("Indentation Warning: tabLevel = %s" % tabLevel)
+ tabLevel = 0
+ if tabLevel >= 1:
+ file.write("%s" % tab * tabLevel)
+ file.write(str_o)
+ if brackets > 0:
+ tabLevel = tabLevel + brackets
+ else:
+ file.write(str_o)
+
+ def uniqueName(name, nameSeq):
+
+ if name not in nameSeq:
+ name = splitHyphen(name)
+ 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):
+ tabWrite("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, " \
+ "%.6f>\n" % (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1],
+ matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0],
+ matrix[3][1], matrix[3][2]))
+
+ def MatrixAsPovString(matrix):
+ sMatrix = ("matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, " \
+ "%.6f>\n" % (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1],
+ matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0],
+ matrix[3][1], matrix[3][2]))
+ return sMatrix
+
+ def writeObjectMaterial(material, ob):
+
+ # DH - modified some variables to be function local, avoiding RNA write
+ # this should be checked to see if it is functionally correct
+
+ # Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
+ #if material and material.transparency_method == 'RAYTRACE':
+ if material:
+ # But there can be only one!
+ if material.subsurface_scattering.use: # SSS IOR get highest priority
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.subsurface_scattering.ior)
+ # Then the raytrace IOR taken from raytrace transparency properties and used for
+ # reflections if IOR Mirror option is checked.
+ elif material.pov.mirror_use_IOR:
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
+ else:
+ tabWrite("interior {\n")
+ tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
+
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ pov_photons_reflection = False
+
+ if material.pov.photons_reflection:
+ pov_photons_reflection = True
+ if material.pov.refraction_type == "0":
+ pov_fake_caustics = False
+ pov_photons_refraction = False
+ 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:
+ tabWrite("caustics %.3g\n" % material.pov.fake_caustics_power)
+ if pov_photons_refraction:
+ # Default of 1 means no dispersion
+ tabWrite("dispersion %.6f\n" % material.pov.photons_dispersion)
+ tabWrite("dispersion_samples %.d\n" % material.pov.photons_dispersion_samples)
+ #TODO
+ # Other interior args
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ # fade_distance
+ # In Blender this value has always been reversed compared to what tooltip says.
+ # 100.001 rather than 100 so that it does not get to 0
+ # which deactivates the feature in POV
+ tabWrite("fade_distance %.3g\n" % \
+ (100.001 - material.raytrace_transparency.depth_max))
+ # fade_power
+ tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
+ # fade_color
+ tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov.interior_fade_color[:])
+
+ # (variable) dispersion_samples (constant count for now)
+ tabWrite("}\n")
+
+ tabWrite("photons{")
+ if not ob.pov.collect_photons:
+ tabWrite("collect off\n")
+ tabWrite("target %.3g\n" % ob.pov.spacing_multiplier)
+ if pov_photons_refraction:
+ tabWrite("refraction on\n")
+ if pov_photons_reflection:
+ tabWrite("reflection on\n")
+ tabWrite("}\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)
+ comments = scene.pov.comments_enable
+
+ ##################
+ # Several versions of the finish: Level conditions are variations for specular/Mirror
+ # texture channel map with alternative finish of 0 specular and no mirror reflection.
+ # 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 == 1:
+ tabWrite("#declare %s = finish {" % safety(name, Level=1))
+ if not scene.pov.tempfiles_enable and comments:
+ file.write(" //No specular nor Mirror reflection\n")
+ else:
+ tabWrite("\n")
+ elif Level == 2:
+ tabWrite("#declare %s = finish {" % safety(name, Level=2))
+ if not scene.pov.tempfiles_enable and comments:
+ file.write(" //translation of spec and mir levels for when no map " \
+ "influences them\n")
+ else:
+ tabWrite("\n")
+ elif Level == 3:
+ tabWrite("#declare %s = finish {" % safety(name, Level=3))
+ if not scene.pov.tempfiles_enable and comments:
+ file.write(" //Maximum Spec and Mirror\n")
+ else:
+ tabWrite("\n")
+
+ if material:
+ # POV-Ray 3.7 now uses two diffuse values respectively for front and back shading
+ # (the back diffuse is like blender translucency)
+ 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:
+ # Try to respect the user's 'intention' by comparing the two values but
+ # bringing the total back to one.
+ frontDiffuse = backDiffuse = 0.5
+ # Let the highest value stay the highest value.
+ elif frontDiffuse > backDiffuse:
+ # clamps the sum below 1
+ backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))
+ else:
+ frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
+
+ # 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 += (1.0 / 511.0)
+
+ ################################Diffuse Shader######################################
+ # Not used for Full spec (Level=3) of the shader.
+ if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
+ # Blender roughness is what is generally called oren nayar Sigma,
+ # and brilliance in POV-Ray.
+ tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))
+
+ if material.diffuse_shader == 'TOON' and Level != 3:
+ tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
+ # Lower diffuse and increase specular for toon effect seems to look better
+ # in POV-Ray.
+ frontDiffuse *= 0.5
+
+ if material.diffuse_shader == 'MINNAERT' and Level != 3:
+ #tabWrite("aoi %.3g\n" % material.darkness)
+ pass # let's keep things simple for now
+ if material.diffuse_shader == 'FRESNEL' and Level != 3:
+ #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
+ pass # let's keep things simple for now
+ if material.diffuse_shader == 'LAMBERT' and Level != 3:
+ # trying to best match lambert attenuation by that constant brilliance value
+ tabWrite("brilliance 1.8\n")
+
+ if Level == 2:
+ ###########################Specular Shader######################################
+ # No difference between phong and cook torrence in blender HaHa!
+ if (material.specular_shader == 'COOKTORR' or
+ material.specular_shader == 'PHONG'):
+ tabWrite("phong %.3g\n" % (material.specular_intensity))
+ tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
+
+ # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
+ elif material.specular_shader == 'BLINN':
+ # Use blender Blinn's IOR just as some factor for spec intensity
+ tabWrite("specular %.3g\n" % (material.specular_intensity *
+ (material.specular_ior / 4.0)))
+ tabWrite("roughness %.3g\n" % roughness)
+ #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
+
+ elif material.specular_shader == 'TOON':
+ tabWrite("phong %.3g\n" % (material.specular_intensity * 2))
+ # use extreme phong_size
+ tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2))
+
+ elif material.specular_shader == 'WARDISO':
+ # find best suited default constant for brilliance Use both phong and
+ # specular for some values.
+ tabWrite("specular %.3g\n" % (material.specular_intensity /
+ (material.specular_slope + 0.0005)))
+ # find best suited default constant for brilliance Use both phong and
+ # specular for some values.
+ tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))
+ # find best suited default constant for brilliance Use both phong and
+ # specular for some values.
+ tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))
+
+ ####################################################################################
+ elif Level == 1:
+ tabWrite("specular 0\n")
+ elif Level == 3:
+ tabWrite("specular 1\n")
+ tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
+
+ tabWrite("ambient %.3g\n" % material.ambient)
+ # POV-Ray blends the global value
+ #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % \
+ # tuple([c*material.ambient for c in world.ambient_color]))
+ tabWrite("emission %.3g\n" % material.emit) # New in POV-Ray 3.7
+
+ #POV-Ray just ignores roughness if there's no specular keyword
+ #tabWrite("roughness %.3g\n" % roughness)
+
+ if material.pov.conserve_energy:
+ # added for more realistic shading. Needs some checking to see if it
+ # really works. --Maurice.
+ tabWrite("conserve_energy\n")
+
+ # 'phong 70.0 '
+ if Level != 1:
+ if material.raytrace_mirror.use:
+ raytrace_mirror = material.raytrace_mirror
+ if raytrace_mirror.reflect_factor:
+ tabWrite("reflection {\n")
+ tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
+ if material.pov.mirror_metallic:
+ tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
+ if material.pov.mirror_use_IOR: # WORKING ?
+ # Removed from the line below: gives a more physically correct
+ # material but needs proper IOR. --Maurice
+ tabWrite("fresnel 1 ")
+ tabWrite("falloff %.3g exponent %.3g} " % \
+ (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
+
+ if material.subsurface_scattering.use:
+ subsurface_scattering = material.subsurface_scattering
+ tabWrite("subsurface { <%.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,
+ 1.0 - subsurface_scattering.color[0],
+ 1.0 - subsurface_scattering.color[1],
+ 1.0 - subsurface_scattering.color[2])
+ )
+
+ if material.pov.irid_enable:
+ tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % \
+ (material.pov.irid_amount, material.pov.irid_thickness,
+ material.pov.irid_turbulence))
+
+ else:
+ tabWrite("diffuse 0.8\n")
+ tabWrite("phong 70.0\n")
+
+ #tabWrite("specular 0.2\n")
+
+ # This is written into the object
+ '''
+ if material and material.transparency_method=='RAYTRACE':
+ 'interior { ior %.3g} ' % material.raytrace_transparency.ior
+ '''
+
+ #tabWrite("crand 1.0\n") # Sand granyness
+ #tabWrite("metallic %.6f\n" % material.spec)
+ #tabWrite("phong %.6f\n" % material.spec)
+ #tabWrite("phong_size %.6f\n" % material.spec)
+ #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
+
+ tabWrite("}\n\n")
+
+ # Level=2 Means translation of spec and mir levels for when no map influences them
+ povHasnoSpecularMaps(Level=2)
+
+ if material:
+ special_texture_found = False
+ for t in material.texture_slots:
+ if(t and t.texture.type == 'IMAGE' and t.use and t.texture.image and
+ (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha)):
+ special_texture_found = True
+ continue # Some texture found
+
+ if special_texture_found:
+ # Level=1 Means No specular nor Mirror reflection
+ povHasnoSpecularMaps(Level=1)
+
+ # 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 = global_matrix * camera.matrix_world
+ focal_point = camera.data.dof_distance
+
+ # compute resolution
+ Qsize = float(render.resolution_x) / float(render.resolution_y)
+ tabWrite("#declare camLocation = <%.6f, %.6f, %.6f>;\n" % \
+ (matrix[3][0], matrix[3][1], matrix[3][2]))
+ tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" % \
+ tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+
+ tabWrite("camera {\n")
+ if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
+ tabWrite("mesh_camera{ 1 3\n") # distribution 3 is what we want here
+ tabWrite("mesh{%s}\n" % active_object.name)
+ tabWrite("}\n")
+ tabWrite("location <0,0,.01>")
+ tabWrite("direction <0,0,-1>")
+ # Using standard camera otherwise
+ else:
+ tabWrite("location <0, 0, 0>\n")
+ tabWrite("look_at <0, 0, -1>\n")
+ tabWrite("right <%s, 0, 0>\n" % - Qsize)
+ tabWrite("up <0, 1, 0>\n")
+ tabWrite("angle %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
+
+ tabWrite("rotate <%.6f, %.6f, %.6f>\n" % \
+ tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
+ tabWrite("translate <%.6f, %.6f, %.6f>\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
+ if camera.data.pov.dof_enable and focal_point != 0:
+ tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
+ tabWrite("blur_samples %d %d\n" % \
+ (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
+ tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
+ tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
+ tabWrite("focal_point <0, 0, %f>\n" % focal_point)
+ tabWrite("}\n")
+
+ def exportLamps(lamps):
+ # Incremented after each lamp export to declare its target
+ # currently used for Fresnel diffuse shader as their slope vector:
+ global lampCount
+ lampCount = 0
+ # Get all lamps
+ for ob in lamps:
+ lamp = ob.data
+
+ matrix = global_matrix * ob.matrix_world
+
+ # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
+ color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
+
+ tabWrite("light_source {\n")
+ tabWrite("< 0,0,0 >\n")
+ tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
+
+ if lamp.type == 'POINT':
+ pass
+ elif lamp.type == 'SPOT':
+ tabWrite("spotlight\n")
+
+ # Falloff is the main radius from the centre line
+ tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH
+ tabWrite("radius %.6f\n" % \
+ ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
+
+ # Blender does not have a tightness equivilent, 0 is most like blender default.
+ tabWrite("tightness 0\n") # 0:10f
+
+ tabWrite("point_at <0, 0, -1>\n")
+ elif lamp.type == 'SUN':
+ tabWrite("parallel\n")
+ tabWrite("point_at <0, 0, -1>\n") # *must* be after 'parallel'
+
+ elif lamp.type == 'AREA':
+ tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
+ # Area lights have no falloff type, so always use blenders lamp quad equivalent
+ # for those?
+ tabWrite("fade_power %d\n" % 2)
+ size_x = lamp.size
+ samples_x = lamp.shadow_ray_samples_x
+ if lamp.shape == 'SQUARE':
+ size_y = size_x
+ samples_y = samples_x
+ else:
+ size_y = lamp.size_y
+ samples_y = lamp.shadow_ray_samples_y
+
+ tabWrite("area_light <%d,0,0>,<0,0,%d> %d, %d\n" % \
+ (size_x, size_y, samples_x, samples_y))
+ if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
+ if lamp.jitter:
+ tabWrite("jitter\n")
+ else:
+ tabWrite("adaptive 1\n")
+ tabWrite("jitter\n")
+
+ # HEMI never has any shadow_method attribute
+ if(not scene.render.use_shadows or lamp.type == 'HEMI' or
+ (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
+ tabWrite("shadowless\n")
+
+ # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
+ # are put to type 2 attenuation a little higher above.
+ if lamp.type not in ('SUN', 'AREA', 'HEMI'):
+ tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
+ if lamp.falloff_type == 'INVERSE_SQUARE':
+ tabWrite("fade_power %d\n" % 2) # Use blenders lamp quad equivalent
+ elif lamp.falloff_type == 'INVERSE_LINEAR':
+ tabWrite("fade_power %d\n" % 1) # Use blenders lamp linear
+ # upposing using no fade power keyword would default to constant, no attenuation.
+ elif lamp.falloff_type == 'CONSTANT':
+ pass
+ # Using Custom curve for fade power 3 for now.
+ elif lamp.falloff_type == 'CUSTOM_CURVE':
+ tabWrite("fade_power %d\n" % 4)
+
+ writeMatrix(matrix)
+
+ tabWrite("}\n")
+
+ lampCount += 1
+
+ # v(A,B) rotates vector A about origin by vector B.
+ file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
+ (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
+ ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
+
+####################################################################################################
+
+ def exportMeta(metas):
+
+ # TODO - blenders 'motherball' naming is not supported.
+
+ if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
+ file.write("//--Blob objects--\n\n")
+
+ for ob in metas:
+ meta = ob.data
+
+ # important because no elements will break parsing.
+ elements = [elem for elem in meta.elements if elem.type in ('BALL', 'ELLIPSOID')]
+
+ if elements:
+ tabWrite("blob {\n")
+ tabWrite("threshold %.4g\n" % meta.threshold)
+ importance = ob.pov.importance_value
+
+ try:
+ material = meta.materials[0] # lame! - blender cant do enything else.
+ except:
+ material = None
+
+ for elem in elements:
+ loc = elem.co
+
+ stiffness = elem.stiffness
+ if elem.use_negative:
+ stiffness = - stiffness
+
+ if elem.type == 'BALL':
+
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
+ (loc.x, loc.y, loc.z, elem.radius, stiffness))
+
+ # After this wecould do something simple like...
+ # "pigment {Blue} }"
+ # except we'll write the color
+
+ elif elem.type == 'ELLIPSOID':
+ # location is modified by scale
+ tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
+ (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
+ elem.radius, stiffness))
+ tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
+ (elem.size_x, elem.size_y, elem.size_z))
+
+ if material:
+ diffuse_color = material.diffuse_color
+ trans = 1.0 - material.alpha
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
+ trans = (1.0 - material.alpha) - povFilter
+ else:
+ povFilter = 0.0
+
+ material_finish = materialNames[material.name]
+
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
+ (diffuse_color[0], diffuse_color[1], diffuse_color[2],
+ povFilter, trans))
+ tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
+
+ else:
+ tabWrite("pigment {rgb<1 1 1>} \n")
+ # Write the finish last.
+ tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
+
+ writeObjectMaterial(material, ob)
+
+ writeMatrix(global_matrix * ob.matrix_world)
+ #Importance for radiosity sampling added here:
+ tabWrite("radiosity { \n")
+ tabWrite("importance %3g \n" % importance)
+ tabWrite("}\n")
+
+ tabWrite("}\n") # End of Metaball block
+
+ if not scene.pov.tempfiles_enable and scene.pov.comments_enable and len(metas) >= 1:
+ file.write("\n")
+
+# objectNames = {}
+ DEF_OBJ_NAME = "Default"
+
+ def exportMeshes(scene, sel):
+# obmatslist = []
+# def hasUniqueMaterial():
+# # Grab materials attached to object instances ...
+# if hasattr(ob, 'material_slots'):
+# for ms in ob.material_slots:
+# if ms.material != None and ms.link == 'OBJECT':
+# if ms.material in obmatslist:
+# return False
+# else:
+# obmatslist.append(ms.material)
+# return True
+# def hasObjectMaterial(ob):
+# # Grab materials attached to object instances ...
+# if hasattr(ob, 'material_slots'):
+# for ms in ob.material_slots:
+# if ms.material != None and ms.link == 'OBJECT':
+# # If there is at least one material slot linked to the object
+# # and not the data (mesh), always create a new, “private” data instance.
+# return True
+# return False
+ # For objects using local material(s) only!
+ # This is a mapping between a tuple (dataname, materialnames, …), and the POV dataname.
+ # As only objects using:
+ # * The same data.
+ # * EXACTLY the same materials, in EXACTLY the same sockets.
+ # … can share a same instance in POV export.
+ obmats2data = {}
+
+ def checkObjectMaterials(ob, name, dataname):
+ if hasattr(ob, 'material_slots'):
+ has_local_mats = False
+ key = [dataname]
+ for ms in ob.material_slots:
+ if ms.material != None:
+ key.append(ms.material.name)
+ if ms.link == 'OBJECT' and not has_local_mats:
+ has_local_mats = True
+ else:
+ # Even if the slot is empty, it is important to grab it…
+ key.append("")
+ if has_local_mats:
+ # If this object uses local material(s), lets find if another object
+ # using the same data and exactly the same list of materials
+ # (in the same slots) has already been processed…
+ # Note that here also, we use object name as new, unique dataname for Pov.
+ key = tuple(key) # Lists are not hashable…
+ if key not in obmats2data:
+ obmats2data[key] = name
+ return obmats2data[key]
+ return None
+
+ data_ref = {}
+
+ def store(scene, ob, name, dataname, matrix):
+ # The Object needs to be written at least once but if its data is
+ # already in data_ref this has already been done.
+ # This func returns the “povray” name of the data, or None
+ # if no writing is needed.
+ if ob.is_modified(scene, 'RENDER'):
+ # Data modified.
+ # Create unique entry in data_ref by using object name
+ # (always unique in Blender) as data name.
+ data_ref[name] = [(name, MatrixAsPovString(matrix))]
+ return name
+ # Here, we replace dataname by the value returned by checkObjectMaterials, only if
+ # it is not evaluated to False (i.e. only if the object uses some local material(s)).
+ dataname = checkObjectMaterials(ob, name, dataname) or dataname
+ if dataname in data_ref:
+ # Data already known, just add the object instance.
+ data_ref[dataname].append((name, MatrixAsPovString(matrix)))
+ # No need to write data
+ return None
+ else:
+ # Data not yet processed, create a new entry in data_ref.
+ data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
+ return dataname
+
+ ob_num = 0
+ for ob in sel:
+ ob_num += 1
+
+ # XXX I moved all those checks here, as there is no need to compute names
+ # for object we won’t export here!
+ if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
+ continue
+
+ try:
+ me = ob.to_mesh(scene, True, 'RENDER')
+ except:
+ # happens when curves cant be made into meshes because of no-data
+ continue
+
+ importance = ob.pov.importance_value
+ me_materials = me.materials
+ me_faces = me.faces[:]
+
+ if not me or not me_faces:
+ continue
+
+#############################################
+ # Generating a name for object just like materials to be able to use it
+ # (baking for now or anything else).
+ # XXX I don’t understand that – if we are here, sel if a non-empty iterable,
+ # so this condition is always True, IMO -- mont29
+ if sel:
+ name_orig = "OB" + ob.name
+ dataname_orig = "DATA" + ob.data.name
+ else:
+ name_orig = DEF_OBJ_NAME
+ dataname_orig = DEF_OBJ_NAME
+ name = splitHyphen(bpy.path.clean_name(name_orig))
+ dataname = splitHyphen(bpy.path.clean_name(dataname_orig))
+## for slot in ob.material_slots:
+## if slot.material != None and slot.link == 'OBJECT':
+## obmaterial = slot.material
+
+#############################################
+
+ 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 = global_matrix * ob.matrix_world
+ povdataname = store(scene, ob, name, dataname, matrix)
+ if povdataname is None:
+ print("This is an instance")
+ continue
+
+ print("Writing Down First Occurence")
+
+ 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 = [f.normal[:] for f in me_faces]
+ verts_normals = [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("\n")
+ tabWrite("#declare %s =\n" % povdataname)
+ tabWrite("mesh2 {\n")
+ tabWrite("vertex_vectors {\n")
+ tabWrite("%d" % len(me.vertices)) # vert count
+
+ tabStr = tab * tabLevel
+ for v in me.vertices:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:]) # vert count
+ file.write("\n")
+ tabWrite("}\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]
+
+ tabWrite("normal_vectors {\n")
+ tabWrite("%d" % len(uniqueNormals)) # vert count
+ idx = 0
+ tabStr = tab * tabLevel
+ for no, index in uniqueNormals.items():
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f, %.6f>" % no) # vert count
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f, %.6f>" % no) # vert count
+ index[0] = idx
+ idx += 1
+ file.write("\n")
+ tabWrite("}\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[uv[:]] = [-1]
+
+ tabWrite("uv_vectors {\n")
+ #print unique_uvs
+ tabWrite("%d" % len(uniqueUVs)) # vert count
+ idx = 0
+ tabStr = tab * tabLevel
+ for uv, index in uniqueUVs.items():
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%.6f, %.6f>" % uv)
+ else:
+ file.write(", ")
+ file.write("<%.6f, %.6f>" % uv)
+ index[0] = idx
+ idx += 1
+ '''
+ else:
+ # Just add 1 dummy vector, no real UV's
+ tabWrite('1') # vert count
+ file.write(',\n\t\t<0.0, 0.0>')
+ '''
+ file.write("\n")
+ tabWrite("}\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 = 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 = material.diffuse_color[:]
+ key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
+ vertCols[key] = [-1]
+
+ # Vert Colours
+ tabWrite("texture_list {\n")
+ file.write(tabStr + "%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
+
+ if material.use_transparency and material.transparency_method == 'RAYTRACE':
+ povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
+ trans = (1.0 - material.alpha) - povFilter
+ else:
+ povFilter = 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)
+ imgGamma = ""
+ if image_filename:
+ if t.use_map_color_diffuse:
+ texturesDif = image_filename
+ colvalue = t.default_value
+ t_dif = t
+ if t_dif.texture.pov.tex_gamma_enable:
+ imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
+ if t.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
+
+ ####################################################################################
+
+ if material.pov.replacement_text != "":
+ file.write("\n")
+ file.write(" texture{%s}\n" % material.pov.replacement_text)
+
+ else:
+ file.write("\n")
+ # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
+ # --MR
+ tabWrite("texture {\n")
+
+ ################################################################################
+ if material.diffuse_shader == 'MINNAERT':
+ tabWrite("\n")
+ tabWrite("aoi\n")
+ tabWrite("texture_map {\n")
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
+ (material.darkness / 2.0, 2.0 - material.darkness))
+ tabWrite("[%.3g\n" % (1.0 - (material.darkness / 2.0)))
+
+ if material.diffuse_shader == 'FRESNEL':
+ # For FRESNEL diffuse in POV, we'll layer slope patterned textures
+ # with lamp vector as the slope vector and nest one slope per lamp
+ # into each texture map's entry.
+
+ c = 1
+ while (c <= lampCount):
+ tabWrite("slope { lampTarget%s }\n" % (c))
+ tabWrite("texture_map {\n")
+ # Diffuse Fresnel value and factor go up to five,
+ # other kind of values needed: used the number 5 below to remap
+ tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
+ ((5.0 - material.diffuse_fresnel) / 5,
+ (material.diffuse_intensity *
+ ((5.0 - material.diffuse_fresnel_factor) / 5))))
+ tabWrite("[%.3g\n" % ((material.diffuse_fresnel_factor / 5) *
+ (material.diffuse_fresnel / 5.0)))
+ c += 1
+
+ # if shader is a 'FRESNEL' or 'MINNAERT': slope pigment pattern or aoi
+ # and texture map above, the rest below as one of its entry
+
+ if texturesSpec != "" or texturesAlpha != "":
+ if texturesSpec != "":
+ # tabWrite("\n")
+ tabWrite("pigment_pattern {\n")
+ # POV-Ray "scale" is not a number of repetitions factor, but its
+ # inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the
+ # scale is not the same in blender and POV
+ mappingSpec = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
+ (-t_spec.offset.x, t_spec.offset.y, t_spec.offset.z,
+ 1.0 / t_spec.scale.x, 1.0 / t_spec.scale.y,
+ 1.0 / t_spec.scale.z)
+ tabWrite("uv_mapping image_map{%s \"%s\" %s}\n" % \
+ (imageFormat(texturesSpec), texturesSpec, imgMap(t_spec)))
+ tabWrite("%s\n" % mappingSpec)
+ tabWrite("}\n")
+ tabWrite("texture_map {\n")
+ tabWrite("[0 \n")
+
+ if texturesDif == "":
+ if texturesAlpha != "":
+ tabWrite("\n")
+ # POV-Ray "scale" is not a number of repetitions factor, but its
+ # inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the
+ # scale is not the same in blender and POV
+ mappingAlpha = " translate <%.4g, %.4g, %.4g> " \
+ "scale <%.4g, %.4g, %.4g>\n" % \
+ (-t_alpha.offset.x, -t_alpha.offset.y,
+ t_alpha.offset.z, 1.0 / t_alpha.scale.x,
+ 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
+ "{%s \"%s\" %s}%s" % \
+ (imageFormat(texturesAlpha), texturesAlpha,
+ imgMap(t_alpha), mappingAlpha))
+ tabWrite("}\n")
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
+
+ if texturesSpec != "":
+ # Level 1 is no specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
+
+ else:
+ # Level 2 is translated spec
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
+
+ else:
+ # POV-Ray "scale" is not a number of repetitions factor, but its
+ # inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the
+ # scale is not the same in blender and POV
+ mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
+ (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
+ 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y,
+ 1.0 / t_dif.scale.z))
+ if texturesAlpha != "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its
+ # inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the
+ # scale is not the same in blender and POV
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> " \
+ "scale <%.4g,%.4g,%.4g>" % \
+ (-t_alpha.offset.x, -t_alpha.offset.y,
+ t_alpha.offset.z, 1.0 / t_alpha.scale.x,
+ 1.0 / t_alpha.scale.y, 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {\n")
+ tabWrite("pigment_pattern {\n")
+ tabWrite("uv_mapping image_map{%s \"%s\" %s}%s}\n" % \
+ (imageFormat(texturesAlpha), texturesAlpha,
+ imgMap(t_alpha), mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
+ (imageFormat(texturesDif), texturesDif,
+ (imgGamma + imgMap(t_dif)), mappingDif))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s}\n" % \
+ (imageFormat(texturesDif), texturesDif,
+ (imgGamma + imgMap(t_dif)), mappingDif))
+
+ if texturesSpec != "":
+ # Level 1 is no specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=1)))
+
+ else:
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }\n" % \
+ # (imageFormat(textures),textures,imgMap(t_dif)))
+ #tabWrite("uv_mapping pigment %s} %s finish {%s}\n" % \
+ # (imageMap,mapping,safety(material_finish)))
+ #tabWrite("pigment {uv_mapping image_map {%s \"%s\" %s}%s} " \
+ # "finish {%s}\n" % \
+ # (imageFormat(texturesDif), texturesDif, imgMap(t_dif),
+ # mappingDif, safety(material_finish)))
+ if texturesNorm != "":
+ ## scale 1 rotate y*0
+ # POV-Ray "scale" is not a number of repetitions factor, but its
+ # inverse, a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the
+ # scale is not the same in blender and POV
+ mappingNor = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
+ (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
+ 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y,
+ 1.0 / t_nor.scale.z)
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
+ # (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ tabWrite("normal {uv_mapping bump_map " \
+ "{%s \"%s\" %s bump_size %.4g }%s}\n" % \
+ (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
+ t_nor.normal_factor * 10, mappingNor))
+ if texturesSpec != "":
+ tabWrite("]\n")
+ ##################Second index for mapping specular max value###############
+ tabWrite("[1 \n")
+
+ if texturesDif == "" and material.pov.replacement_text == "":
+ if texturesAlpha != "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
+ # a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale
+ # is not the same in blender and POV
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ mappingAlpha = " translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>\n" % \
+ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
+ 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
+ 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
+ "{%s \"%s\" %s}%s}\n" % \
+ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
+ mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 color rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>]\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>}\n" % \
+ (col[0], col[1], col[2], povFilter, trans))
+
+ if texturesSpec != "":
+ # Level 3 is full specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
+
+ else:
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
+
+ elif material.pov.replacement_text == "":
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
+ # a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is
+ # not the same in blender and POV
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ mappingDif = ("translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
+ (-t_dif.offset.x, -t_dif.offset.y, t_dif.offset.z,
+ 1.0 / t_dif.scale.x, 1.0 / t_dif.scale.y, 1.0 / t_dif.scale.z))
+ if texturesAlpha != "":
+ # Strange that the translation factor for scale is not the same as for
+ # translate.
+ # TODO: verify both matches with blender internal.
+ mappingAlpha = "translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
+ (-t_alpha.offset.x, -t_alpha.offset.y, t_alpha.offset.z,
+ 1.0 / t_alpha.scale.x, 1.0 / t_alpha.scale.y,
+ 1.0 / t_alpha.scale.z)
+ tabWrite("pigment {pigment_pattern {uv_mapping image_map" \
+ "{%s \"%s\" %s}%s}\n" % \
+ (imageFormat(texturesAlpha), texturesAlpha, imgMap(t_alpha),
+ mappingAlpha))
+ tabWrite("pigment_map {\n")
+ tabWrite("[0 color rgbft<0,0,0,1,1>]\n")
+ tabWrite("[1 uv_mapping image_map {%s \"%s\" %s} %s]\n" % \
+ (imageFormat(texturesDif), texturesDif,
+ (imgMap(t_dif) + imgGamma), mappingDif))
+ tabWrite("}\n")
+ tabWrite("}\n")
+
+ else:
+ tabWrite("pigment {\n")
+ tabWrite("uv_mapping image_map {\n")
+ #tabWrite("%s \"%s\" %s}%s\n" % \
+ # (imageFormat(texturesDif), texturesDif,
+ # (imgGamma + imgMap(t_dif)),mappingDif))
+ tabWrite("%s \"%s\" \n" % (imageFormat(texturesDif), texturesDif))
+ tabWrite("%s\n" % (imgGamma + imgMap(t_dif)))
+ tabWrite("}\n")
+ tabWrite("%s\n" % mappingDif)
+ tabWrite("}\n")
+ if texturesSpec != "":
+ # Level 3 is full specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=3)))
+ else:
+ # Level 2 is translated specular
+ tabWrite("finish {%s}\n" % (safety(material_finish, Level=2)))
+
+ ## scale 1 rotate y*0
+ #imageMap = ("{image_map {%s \"%s\" %s }" % \
+ # (imageFormat(textures), textures,imgMap(t_dif)))
+ #file.write("\n\t\t\tuv_mapping pigment %s} %s finish {%s}" % \
+ # (imageMap, mapping, safety(material_finish)))
+ #file.write("\n\t\t\tpigment {uv_mapping image_map " \
+ # "{%s \"%s\" %s}%s} finish {%s}" % \
+ # (imageFormat(texturesDif), texturesDif,imgMap(t_dif),
+ # mappingDif, safety(material_finish)))
+ if texturesNorm != "" and material.pov.replacement_text == "":
+ ## scale 1 rotate y*0
+ # POV-Ray "scale" is not a number of repetitions factor, but its inverse,
+ # a standard scale factor.
+ # Offset seems needed relatively to scale so probably center of the scale is
+ # not the same in blender and POV
+ mappingNor = (" translate <%.4g,%.4g,%.4g> scale <%.4g,%.4g,%.4g>" % \
+ (-t_nor.offset.x, -t_nor.offset.y, t_nor.offset.z,
+ 1.0 / t_nor.scale.x, 1.0 / t_nor.scale.y, 1.0 / t_nor.scale.z))
+ #imageMapNor = ("{bump_map {%s \"%s\" %s mapping}" % \
+ # (imageFormat(texturesNorm),texturesNorm,imgMap(t_nor)))
+ #We were not using the above maybe we should?
+ tabWrite("normal {uv_mapping bump_map {%s \"%s\" %s bump_size %.4g }%s}\n" % \
+ (imageFormat(texturesNorm), texturesNorm, imgMap(t_nor),
+ t_nor.normal_factor * 10.0, mappingNor))
+ if texturesSpec != "" and material.pov.replacement_text == "":
+ tabWrite("]\n")
+
+ tabWrite("}\n")
+
+ #End of slope/ior texture_map
+ if material.diffuse_shader == 'MINNAERT' and material.pov.replacement_text == "":
+ tabWrite("]\n")
+ tabWrite("}\n")
+ if material.diffuse_shader == 'FRESNEL' and material.pov.replacement_text == "":
+ c = 1
+ while (c <= lampCount):
+ tabWrite("]\n")
+ tabWrite("}\n")
+ c += 1
+
+ if material.pov.replacement_text == "":
+ tabWrite("}\n") # THEN IT CAN CLOSE IT --MR
+
+ ####################################################################################
+ index[0] = idx
+ idx += 1
+
+ tabWrite("}\n")
+
+ # Face indices
+ tabWrite("face_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+
+ for fi, f in enumerate(me_faces):
+ fv = faces_verts[fi]
+ material_index = f.material_index
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((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 indices:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ # vert count
+ file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3])) # vert count
+ else:
+ material = me_materials[material_index]
+ for i1, i2, i3 in indices:
+ 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]
+
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
+ (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>, %d,%d,%d" % \
+ (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ # normal_indices indices
+ tabWrite("normal_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((0, 1, 2),)
+
+ for i1, i2, i3 in indices:
+ if me_faces[fi].use_smooth:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" %\
+ (uniqueNormals[verts_normals[fv[i1]]][0],\
+ uniqueNormals[verts_normals[fv[i2]]][0],\
+ uniqueNormals[verts_normals[fv[i3]]][0])) # vert count
+ else:
+ file.write(", ")
+ file.write("<%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]
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx)) # vert count
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (idx, idx, idx)) # vert count
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ if uv_layer:
+ tabWrite("uv_indices {\n")
+ tabWrite("%d" % (len(me_faces) + quadCount)) # faces count
+ tabStr = tab * tabLevel
+ for fi, fv in enumerate(faces_verts):
+
+ if len(fv) == 4:
+ indices = (0, 1, 2), (0, 2, 3)
+ else:
+ indices = ((0, 1, 2),)
+
+ uv = uv_layer[fi]
+ if len(faces_verts[fi]) == 4:
+ uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:], uv.uv4[:]
+ else:
+ uvs = uv.uv1[:], uv.uv2[:], uv.uv3[:]
+
+ for i1, i2, i3 in indices:
+ if not scene.pov.tempfiles_enable and scene.pov.list_lf_enable:
+ file.write(",\n")
+ file.write(tabStr + "<%d,%d,%d>" % (
+ uniqueUVs[uvs[i1]][0],\
+ uniqueUVs[uvs[i2]][0],\
+ uniqueUVs[uvs[i3]][0]))
+ else:
+ file.write(", ")
+ file.write("<%d,%d,%d>" % (
+ uniqueUVs[uvs[i1]][0],\
+ uniqueUVs[uvs[i2]][0],\
+ uniqueUVs[uvs[i3]][0]))
+
+ file.write("\n")
+ tabWrite("}\n")
+
+ if me.materials:
+ try:
+ material = me.materials[0] # dodgy
+ writeObjectMaterial(material, ob)
+ except IndexError:
+ print(me)
+
+ #Importance for radiosity sampling added here:
+ tabWrite("radiosity { \n")
+ tabWrite("importance %3g \n" % importance)
+ tabWrite("}\n")
+
+ tabWrite("}\n") # End of mesh block
+
+ bpy.data.meshes.remove(me)
+
+ for data_name, inst in data_ref.items():
+ for ob_name, matrix_str in inst:
+ tabWrite("//----Blender Object Name:%s----\n" % ob_name)
+ tabWrite("object { \n")
+ tabWrite("%s\n" % data_name)
+ tabWrite("%s\n" % matrix_str)
+ tabWrite("}\n")
+
+ def exportWorld(world):
+ render = scene.render
+ camera = scene.camera
+ matrix = global_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':
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % \
+ (world.horizon_color[:]))
+ #Currently using no alpha with Sky option:
+ elif render.alpha_mode == 'SKY':
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
+ #StraightAlpha:
+ else:
+ tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
+
+ worldTexCount = 0
+ #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 is not None:
+ worldTexCount += 1
+ # XXX No enable checkbox for world textures yet (report it?)
+ #if t and t.texture.type == 'IMAGE' and t.use:
+ if t and t.texture.type == 'IMAGE':
+ image_filename = path_image(t.texture.image.filepath)
+ if t.texture.image.filepath != image_filename:
+ t.texture.image.filepath = image_filename
+ 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/
+ # Replace 4/3 by the ratio of each image found by some custom or existing
+ # function
+ #mappingBlend = (" translate <%.4g,%.4g,%.4g> rotate z*degrees" \
+ # "(atan((camLocation - camLookAt).x/(camLocation - " \
+ # "camLookAt).y)) rotate x*degrees(atan((camLocation - " \
+ # "camLookAt).y/(camLocation - camLookAt).z)) rotate y*" \
+ # "degrees(atan((camLocation - camLookAt).z/(camLocation - " \
+ # "camLookAt).x)) scale <%.4g,%.4g,%.4g>b" % \
+ # (t_blend.offset.x / 10 , t_blend.offset.y / 10 ,
+ # t_blend.offset.z / 10, t_blend.scale.x ,
+ # t_blend.scale.y , t_blend.scale.z))
+ #using camera rotation valuesdirectly from blender seems much easier
+ if t_blend.texture_coords == 'ANGMAP':
+ mappingBlend = ""
+ else:
+ mappingBlend = " translate <%.4g-0.5,%.4g-0.5,%.4g-0.5> rotate<0,0,0> " \
+ "scale <%.4g,%.4g,%.4g>" % \
+ (t_blend.offset.x / 10.0, t_blend.offset.y / 10.0,
+ t_blend.offset.z / 10.0, t_blend.scale.x * 0.85,
+ t_blend.scale.y * 0.85, t_blend.scale.z * 0.85)
+
+ # The initial position and rotation of the pov camera is probably creating
+ # the rotation offset should look into it someday but at least background
+ # won't rotate with the camera now.
+ # Putting the map on a plane would not introduce the skysphere distortion and
+ # allow for better image scale matching but also some waay to chose depth and
+ # size of the plane relative to camera.
+ tabWrite("sky_sphere {\n")
+ tabWrite("pigment {\n")
+ tabWrite("image_map{%s \"%s\" %s}\n" % \
+ (imageFormat(texturesBlend), texturesBlend, imgMapBG(t_blend)))
+ tabWrite("}\n")
+ tabWrite("%s\n" % (mappingBlend))
+ # The following layered pigment opacifies to black over the texture for
+ # transmit below 1 or otherwise adds to itself
+ tabWrite("pigment {rgb 0 transmit %s}\n" % (t.texture.intensity))
+ tabWrite("}\n")
+ #tabWrite("scale 2\n")
+ #tabWrite("translate -1\n")
+
+ #For only Background gradient
+
+ if worldTexCount == 0:
+ if world.use_sky_blend:
+ tabWrite("sky_sphere {\n")
+ tabWrite("pigment {\n")
+ # maybe Should follow the advice of POV doc about replacing gradient
+ # for skysphere..5.5
+ tabWrite("gradient y\n")
+ tabWrite("color_map {\n")
+ if render.alpha_mode == 'STRAIGHT':
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
+ elif render.alpha_mode == 'PREMUL':
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
+ # aa premult not solved with transmit 1
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))
+ else:
+ tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.horizon_color[:]))
+ tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0>]\n" % (world.zenith_color[:]))
+ tabWrite("}\n")
+ tabWrite("}\n")
+ tabWrite("}\n")
+ # Sky_sphere alpha (transmit) is not translating into image alpha the same
+ # way as 'background'
+
+ #if world.light_settings.use_indirect_light:
+ # scene.pov.radio_enable=1
+
+ # Maybe change the above to a funtion copyInternalRenderer settings when
+ # user pushes a button, then:
+ #scene.pov.radio_enable = world.light_settings.use_indirect_light
+ # and other such translations but maybe this would not be allowed either?
+
+ ###############################################################
+
+ mist = world.mist_settings
+
+ if mist.use_mist:
+ tabWrite("fog {\n")
+ tabWrite("distance %.6f\n" % mist.depth)
+ tabWrite("color rgbt<%.3g, %.3g, %.3g, %.3g>\n" % \
+ (world.horizon_color[:] + (1.0 - mist.intensity,)))
+ #tabWrite("fog_offset %.6f\n" % mist.start)
+ #tabWrite("fog_alt 5\n")
+ #tabWrite("turbulence 0.2\n")
+ #tabWrite("turb_depth 0.3\n")
+ tabWrite("fog_type 1\n")
+ tabWrite("}\n")
+ if scene.pov.media_enable:
+ tabWrite("media {\n")
+ tabWrite("scattering { 1, rgb <%.4g, %.4g, %.4g>}\n" % scene.pov.media_color[:])
+ tabWrite("samples %.d\n" % scene.pov.media_samples)
+ tabWrite("}\n")
+
+ def exportGlobalSettings(scene):
+
+ tabWrite("global_settings {\n")
+ tabWrite("assumed_gamma 1.0\n")
+ tabWrite("max_trace_level %d\n" % scene.pov.max_trace_level)
+
+ if scene.pov.radio_enable:
+ tabWrite("radiosity {\n")
+ tabWrite("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
+ tabWrite("always_sample %d\n" % scene.pov.radio_always_sample)
+ tabWrite("brightness %.4g\n" % scene.pov.radio_brightness)
+ tabWrite("count %d\n" % scene.pov.radio_count)
+ tabWrite("error_bound %.4g\n" % scene.pov.radio_error_bound)
+ tabWrite("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
+ tabWrite("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
+ tabWrite("media %d\n" % scene.pov.radio_media)
+ tabWrite("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
+ tabWrite("nearest_count %d\n" % scene.pov.radio_nearest_count)
+ tabWrite("normal %d\n" % scene.pov.radio_normal)
+ tabWrite("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
+ tabWrite("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
+ tabWrite("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
+ tabWrite("}\n")
+ onceSss = 1
+ onceAmbient = 1
+ oncePhotons = 1
+ for material in bpy.data.materials:
+ if material.subsurface_scattering.use and onceSss:
+ # In pov, the scale has reversed influence compared to blender. these number
+ # should correct that
+ tabWrite("mm_per_unit %.6f\n" % \
+ (material.subsurface_scattering.scale * (-100.0) + 15.0))
+ # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
+ onceSss = 0
+
+ if world and onceAmbient:
+ tabWrite("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.ambient_color[:])
+ onceAmbient = 0
+
+ if (material.pov.photons_refraction or material.pov.photons_reflection)and oncePhotons:
+ tabWrite("photons {\n")
+ tabWrite("spacing %.6f\n" % scene.pov.photon_spacing)
+ tabWrite("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
+ tabWrite("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
+ tabWrite("gather %d, %d\n" % (scene.pov.photon_gather_min, scene.pov.photon_gather_max))
+ tabWrite("}\n")
+ oncePhotons = 0
+
+ tabWrite("}\n")
+
+ def exportCustomCode():
+
+ for txt in bpy.data.texts:
+ if txt.pov.custom_code:
+ # Why are the newlines needed?
+ file.write("\n")
+ file.write(txt.as_string())
+ file.write("\n")
+
+ sel = renderable_objects(scene)
+ comments = scene.pov.comments_enable
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("//----------------------------------------------\n" \
+ "//--Exported with POV-Ray exporter for Blender--\n" \
+ "//----------------------------------------------\n\n")
+ file.write("#version 3.7;\n")
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n//--CUSTOM CODE--\n\n")
+ exportCustomCode()
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n//--Global settings and background--\n\n")
+
+ exportGlobalSettings(scene)
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n")
+
+ exportWorld(scene.world)
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n//--Cameras--\n\n")
+
+ exportCamera()
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n//--Lamps--\n\n")
+
+ exportLamps([l for l in sel if l.type == 'LAMP'])
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n//--Material Definitions--\n\n")
+
+ # Convert all materials to strings we can access directly per vertex.
+ #exportMaterials()
+ writeMaterial(None) # default material
+ for material in bpy.data.materials:
+ if material.users > 0:
+ writeMaterial(material)
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("\n")
+
+ exportMeta([l for l in sel if l.type == 'META'])
+
+ if not scene.pov.tempfiles_enable and comments:
+ file.write("//--Mesh objects--\n")
+
+ exportMeshes(scene, sel)
+ #What follow used to happen here:
+ #exportCamera()
+ #exportWorld(scene.world)
+ #exportGlobalSettings(scene)
+ # MR:..and the order was important for an attempt to implement pov 3.7 baking
+ # (mesh camera) comment for the record
+ # CR: Baking should be a special case than. If "baking", than we could change the order.
+
+ #print("pov file closed %s" % file.closed)
+ file.close()
+ #print("pov file closed %s" % file.closed)
+
+
+def write_pov_ini(scene, 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("Version=3.7\n")
+ 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)
+
+ # Border render.
+ if render.use_border:
+ file.write("Start_Column=%4g\n" % render.border_min_x)
+ file.write("End_Column=%4g\n" % (render.border_max_x))
+
+ file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
+ file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
+
+ file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
+
+ # Activated (turn this back off when better live exchange is done between the two programs
+ # (see next comment)
+ file.write("Display=1\n")
+ file.write("Pause_When_Done=0\n")
+ # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
+ # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ file.write("Output_File_Type=N\n")
+ #file.write("Output_File_Type=T\n") # TGA, best progressive loading
+ file.write("Output_Alpha=1\n")
+
+ if scene.pov.antialias_enable:
+ # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
+ # needs higher sampling.
+ # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
+ method = {"0": 1, "1": 2}
+ file.write("Antialias=on\n")
+ file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
+ file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
+ file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
+ file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
+ if scene.pov.jitter_enable:
+ file.write("Jitter=on\n")
+ file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
+ else:
+ file.write("Jitter=off\n") # prevent animation flicker
+
+ else:
+ file.write("Antialias=off\n")
+ #print("ini file closed %s" % file.closed)
+ file.close()
+ #print("ini file closed %s" % file.closed)
+
+
+class PovrayRender(bpy.types.RenderEngine):
+ bl_idname = 'POVRAY_RENDER'
+ bl_label = "POV-Ray 3.7"
+ DELAY = 0.5
+
+ def _export(self, scene, povPath, renderImagePath):
+ import tempfile
+
+ if scene.pov.tempfiles_enable:
+ self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
+ # PNG with POV 3.7, can show the background color with alpha. In the long run using the
+ # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
+ #self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
+ self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
+ else:
+ self._temp_file_in = povPath + ".pov"
+ # PNG with POV 3.7, can show the background color with alpha. In the long run using the
+ # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ self._temp_file_out = renderImagePath + ".png"
+ #self._temp_file_out = renderImagePath + ".tga"
+ self._temp_file_ini = povPath + ".ini"
+ '''
+ self._temp_file_in = "/test.pov"
+ # PNG with POV 3.7, can show the background color with alpha. In the long run using the
+ # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
+ self._temp_file_out = "/test.png"
+ #self._temp_file_out = "/test.tga"
+ self._temp_file_ini = "/test.ini"
+ '''
+
+ def info_callback(txt):
+ self.update_stats("", "POV-Ray 3.7: " + txt)
+
+ write_pov(self._temp_file_in, scene, info_callback)
+
+ def _render(self, scene):
+
+ try:
+ os.remove(self._temp_file_out) # so as not to load the old file
+ except OSError:
+ pass
+
+ write_pov_ini(scene, self._temp_file_ini, self._temp_file_in, self._temp_file_out)
+
+ print ("***-STARTING-***")
+
+ pov_binary = "povray"
+
+ extra_args = []
+
+ if scene.pov.command_line_switches != "":
+ for newArg in scene.pov.command_line_switches.split(" "):
+ extra_args.append(newArg)
+
+ self._is_windows = False
+ if sys.platform[:3] == "win":
+ self._is_windows = True
+ #extra_args.append("/EXIT")
+
+ import winreg
+ import platform as pltfrm
+ if pltfrm.architecture()[0] == "64bit":
+ bitness = 64
+ else:
+ bitness = 32
+
+ regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows")
+
+ # TODO, report api
+
+ # 64 bits blender
+ if bitness == 64:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+ # This would work too but means we have to wait until its done:
+ # os.system("%s %s" % (pov_binary, self._temp_file_ini))
+
+ except OSError:
+ # someone might run povray 32 bits on a 64 bits blender machine
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+
+ except OSError:
+ # TODO, report api
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
+ "installed" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ print("POV-Ray 3.7 64 bits could not execute, running 32 bits instead")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ print("POV-Ray 3.7 64 bits found")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ #32 bits blender
+ else:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine"
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+
+ # someone might also run povray 64 bits with a 32 bits build of blender.
+ except OSError:
+ try:
+ pov_binary = winreg.QueryValueEx(regKey, "Home")[0] + "\\bin\\pvengine64"
+ self._process = subprocess.Popen(
+ [pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+
+ except OSError:
+ # TODO, report api
+ print("POV-Ray 3.7: could not execute '%s', possibly POV-Ray isn't " \
+ "installed" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ print("Running POV-Ray 3.7 64 bits build with 32 bits Blender,\n" \
+ "You might want to run Blender 64 bits as well.")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ print("POV-Ray 3.7 32 bits found")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ else:
+ # DH - added -d option to prevent render window popup which leads to segfault on linux
+ extra_args.append("-d")
+
+ isExists = False
+ sysPathList = os.getenv("PATH").split(':')
+ sysPathList.append("")
+
+ for dirName in sysPathList:
+ if (os.path.exists(os.path.join(dirName, pov_binary))):
+ isExists = True
+ break
+
+ if not isExists:
+ print("POV-Ray 3.7: could not found execute '%s' - not if PATH" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ try:
+ self._process = subprocess.Popen([pov_binary, self._temp_file_ini] + extra_args,
+ stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
+
+ except OSError:
+ # TODO, report api
+ print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
+ import traceback
+ traceback.print_exc()
+ print ("***-DONE-***")
+ return False
+
+ else:
+ print("POV-Ray 3.7 found")
+ print("Command line arguments passed: " + str(extra_args))
+ return True
+
+ # Now that we have a valid process
+
+ def _cleanup(self):
+ for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
+ for i in range(5):
+ try:
+ os.unlink(f)
+ break
+ except OSError:
+ # Wait a bit before retrying file might be still in use by Blender,
+ # and Windows does not know how to delete a file in use!
+ time.sleep(self.DELAY)
+
+ def render(self, scene):
+ import tempfile
+
+ print("***INITIALIZING***")
+
+##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'
+
+ blendSceneName = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
+ povSceneName = ""
+ povPath = ""
+ renderImagePath = ""
+
+ # has to be called to update the frame on exporting animations
+ scene.frame_set(scene.frame_current)
+
+ if not scene.pov.tempfiles_enable:
+
+ # check paths
+ povPath = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
+ if povPath == "":
+ if bpy.path.abspath("//") != "":
+ povPath = bpy.path.abspath("//")
+ else:
+ povPath = tempfile.gettempdir()
+ elif povPath.endswith("/"):
+ if povPath == "/":
+ povPath = bpy.path.abspath("//")
+ else:
+ povPath = bpy.path.abspath(scene.pov.scene_path)
+
+ if not os.path.exists(povPath):
+ try:
+ os.makedirs(povPath)
+ except:
+ import traceback
+ traceback.print_exc()
+
+ print("POV-Ray 3.7: Cannot create scenes directory: %r" % povPath)
+ self.update_stats("", "POV-Ray 3.7: Cannot create scenes directory %r" % \
+ povPath)
+ time.sleep(2.0)
+ return
+
+ '''
+ # Bug in POV-Ray RC3
+ renderImagePath = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
+ if renderImagePath == "":
+ if bpy.path.abspath("//") != "":
+ renderImagePath = bpy.path.abspath("//")
+ else:
+ renderImagePath = tempfile.gettempdir()
+ #print("Path: " + renderImagePath)
+ elif path.endswith("/"):
+ if renderImagePath == "/":
+ renderImagePath = bpy.path.abspath("//")
+ else:
+ renderImagePath = bpy.path.abspath(scene.pov.renderimage_path)
+ if not os.path.exists(path):
+ print("POV-Ray 3.7: Cannot find render image directory")
+ self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
+ time.sleep(2.0)
+ return
+ '''
+
+ # check name
+ if scene.pov.scene_name == "":
+ if blendSceneName != "":
+ povSceneName = blendSceneName
+ else:
+ povSceneName = "untitled"
+ else:
+ povSceneName = scene.pov.scene_name
+ if os.path.isfile(povSceneName):
+ povSceneName = os.path.basename(povSceneName)
+ povSceneName = povSceneName.split('/')[-1].split('\\')[-1]
+ if not povSceneName:
+ print("POV-Ray 3.7: Invalid scene name")
+ self.update_stats("", "POV-Ray 3.7: Invalid scene name")
+ time.sleep(2.0)
+ return
+ povSceneName = os.path.splitext(povSceneName)[0]
+
+ print("Scene name: " + povSceneName)
+ print("Export path: " + povPath)
+ povPath = os.path.join(povPath, povSceneName)
+ povPath = os.path.realpath(povPath)
+
+ # for now this has to be the same like the pov output. Bug in POV-Ray RC3.
+ # renderImagePath = renderImagePath + "\\" + povSceneName
+ renderImagePath = povPath # Bugfix for POV-Ray RC3 bug
+ # renderImagePath = os.path.realpath(renderImagePath) # Bugfix for POV-Ray RC3 bug
+
+ #print("Export path: %s" % povPath)
+ #print("Render Image path: %s" % renderImagePath)
+
+ # start export
+ self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
+ self._export(scene, povPath, renderImagePath)
+ self.update_stats("", "POV-Ray 3.7: Parsing File")
+
+ if not self._render(scene):
+ self.update_stats("", "POV-Ray 3.7: Not found")
+ return
+
+ r = scene.render
+ # compute resolution
+ x = int(r.resolution_x * r.resolution_percentage * 0.01)
+ y = int(r.resolution_y * r.resolution_percentage * 0.01)
+
+ # This makes some tests on the render, returning True if all goes good, and False if
+ # it was finished one way or the other.
+ # It also pauses the script (time.sleep())
+ def _test_wait():
+ time.sleep(self.DELAY)
+
+ # User interrupts the rendering
+ if self.test_break():
+ try:
+ self._process.terminate()
+ print("***POV INTERRUPTED***")
+ except OSError:
+ pass
+ return False
+
+ poll_result = self._process.poll()
+ # POV process is finisehd, one way or the other
+ if poll_result is not None:
+ if poll_result < 0:
+ print("***POV PROCESS FAILED : %s ***" % poll_result)
+ self.update_stats("", "POV-Ray 3.7: Failed")
+ return False
+
+ return True
+
+ # Wait for the file to be created
+ # XXX This is no more valid, as 3.7 always creates output file once render is finished!
+ parsing = re.compile(br"= \[Parsing\.\.\.\] =")
+ rendering = re.compile(br"= \[Rendering\.\.\.\] =")
+ percent = re.compile(r"\(([0-9]{1,3})%\)")
+ # print("***POV WAITING FOR FILE***")
+
+ data = b""
+ last_line = ""
+ while _test_wait():
+ # POV in Windows does not output its stdout/stderr, it displays them in its GUI
+ if self._is_windows:
+ self.update_stats("", "POV-Ray 3.7: Rendering File")
+ else:
+ t_data = self._process.stdout.read(10000)
+ if not t_data:
+ continue
+
+ data += t_data
+ # XXX This is working for UNIX, not sure whether it might need adjustments for
+ # other OSs
+ # First replace is for windows
+ t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
+ lines = t_data.split('\\n')
+ last_line += lines[0]
+ lines[0] = last_line
+ print('\n'.join(lines), end="")
+ last_line = lines[-1]
+
+ if rendering.search(data):
+ _pov_rendering = True
+ match = percent.findall(str(data))
+ if match:
+ self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
+ else:
+ self.update_stats("", "POV-Ray 3.7: Rendering File")
+
+ elif parsing.search(data):
+ self.update_stats("", "POV-Ray 3.7: Parsing File")
+
+ if os.path.exists(self._temp_file_out):
+ # print("***POV FILE OK***")
+ #self.update_stats("", "POV-Ray 3.7: Rendering")
+
+ # prev_size = -1
+
+ xmin = int(r.border_min_x * x)
+ ymin = int(r.border_min_y * y)
+ xmax = int(r.border_max_x * x)
+ ymax = int(r.border_max_y * y)
+
+ # print("***POV UPDATING IMAGE***")
+ result = self.begin_result(0, 0, x, y)
+ # XXX, tests for border render.
+ #result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
+ #result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
+ lay = result.layers[0]
+
+ # This assumes the file has been fully written We wait a bit, just in case!
+ time.sleep(self.DELAY)
+ try:
+ lay.load_from_file(self._temp_file_out)
+ # XXX, tests for border render.
+ #lay.load_from_file(self._temp_file_out, xmin, ymin)
+ except RuntimeError:
+ print("***POV ERROR WHILE READING OUTPUT FILE***")
+
+ # Not needed right now, might only be useful if we find a way to use temp raw output of
+ # pov 3.7 (in which case it might go under _test_wait()).
+# def update_image():
+# # possible the image wont load early on.
+# try:
+# lay.load_from_file(self._temp_file_out)
+# # XXX, tests for border render.
+# #lay.load_from_file(self._temp_file_out, xmin, ymin)
+# #lay.load_from_file(self._temp_file_out, xmin, ymin)
+# except RuntimeError:
+# pass
+
+# # Update while POV-Ray renders
+# while True:
+# # print("***POV RENDER LOOP***")
+
+# # test if POV-Ray 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)
+
+ self.end_result(result)
+
+ else:
+ print("***POV FILE NOT FOUND***")
+
+ print("***POV FINISHED***")
+
+ self.update_stats("", "")
+
+ if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
+ self._cleanup()